cc9cii
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3dfd08cf2d
|
Cleanup and little tweaking.
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2014-04-20 08:31:02 +10:00 |
|
cc9cii
|
479a94b35d
|
Backing off closed doors working, needs cleanup and tweaking.
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2014-04-20 08:14:54 +10:00 |
|
scrawl
|
39d86a9468
|
Improvements to smooth NPC steering
|
2014-01-31 04:43:29 +01:00 |
|
mrcheko
|
339399f8b1
|
bug fix/logic fix/future suggestion
|
2014-01-19 22:09:51 +02:00 |
|
mrcheko
|
46a4790cb1
|
final warnings removal
|
2014-01-17 20:33:49 +02:00 |
|
mrcheko
|
f2ad1c18f2
|
fix merging problem/some logic fixes
|
2014-01-16 22:24:05 +02:00 |
|
mrcheko
|
d5f794d4fb
|
update to combat ai behaviour
|
2014-01-15 22:56:55 +02:00 |
|
Sergey Shambir
|
5c7e39a92f
|
Implemented script commands StartCombat, StopCombat, GetTarget.
Also renamed one field of AIWander class because it's not longer
unknown.
|
2014-01-07 04:43:06 +04:00 |
|
gus
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4559e932ae
|
AI packages have priority and combat is triggered in actor.cpp using the Hostile setting in CreaturesState
|
2013-11-18 12:33:09 +01:00 |
|
gus
|
683b8d77dd
|
build fix (thanks travis)
|
2013-10-31 11:02:26 +01:00 |
|
gus
|
2a927f65d3
|
perfomances optimisations (pathfinding is computed less often, max 4 times per sec)
|
2013-10-30 20:52:23 +01:00 |
|
gus
|
650a112e2e
|
better timer
|
2013-10-30 20:42:50 +01:00 |
|
gus
|
1ac3d99c78
|
pathfinding now works in AICombat.
|
2013-10-07 10:20:02 +02:00 |
|
gus
|
83a375b55d
|
AI now continue to hit you.
TODO: change the way time is handled
|
2013-09-28 21:17:06 +02:00 |
|
gus
|
9353f4d14f
|
WIP AI combat
|
2013-09-25 18:01:36 +02:00 |
|