ScottNZ
115a447b2f
Fix the autotarget bug that made turrets uncontrollable in combat
2013-08-17 17:53:50 +12:00
Paul Chote
63eb1b8a03
[Sync] the AutoTargeted actor ID for desync hunting.
2013-08-12 21:34:20 +12:00
Paul Chote
800acdbdf2
Rename FindUnitsInCircle -> FindActorsInCircle.
2013-07-20 15:34:27 +12:00
Paul Chote
39d2095e54
Remove PPos overload of ClosestTo.
2013-07-20 15:34:27 +12:00
Paul Chote
ec9054ceb1
Use Target range checks in AutoTarget and dependencies.
2013-07-06 19:16:16 +12:00
Matthias Mailänder
99d4d07cd5
removed now redundant debug auto-target traits
2013-05-10 22:31:54 +02:00
Chris Forbes
9b677107ec
unlag autotarget response
2013-04-20 21:33:54 +12:00
Chris Forbes
b6de3b3991
move autotarget scan time params into AutoTargetInfo
2013-04-20 16:19:06 +12:00
Matthias Mailänder
6307e51991
put NextAutoTargetScanTime into syncreport.log
2013-03-22 19:19:16 +01:00
Matthias Mailänder
6cedc424ed
dump the actor the unit tried to retiliate against to syncreport
2013-03-22 19:19:16 +01:00
Matthias Mailänder
c731a7960e
embed the previously manually edited outdated documentation
...
from https://github.com/OpenRA/OpenRA/wiki/Trait-Documentation
2013-03-20 21:20:27 +01:00
Matthias Mailänder
97d850e481
use integer math to calculate next auto-target scan-time
...
to combat random desync problem because of rounding problems
2013-03-11 14:02:28 +01:00
Chris Forbes
e45fc0079c
Merge pull request #2729 from Mailaender/sync
...
Dump some more values into the debug log to investigate desyncs
2013-03-09 21:10:42 -08:00
Matthias Mailänder
4a26d3f36e
fix AutoTarget sync
...
- ISync interface was missing
- UnitStance enum was unhashable
2013-03-07 13:00:41 +01:00
Matthias Mailänder
a02fddd1a0
log the nextScanTime for ChooseTarget in AutoTarget
...
for debugging purposes to investigate desyncs
2013-03-04 10:25:20 +01:00
Matthias Mailänder
47075e1cd0
generate random numbers as floats
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as they get converted from double before use anyway
2013-03-01 10:53:41 +01:00
Kenny
f41fb32d60
Introducing per-player shrouds.
...
- Each player has their own shroud and their visibility does not extend outside of the shroud.
- Units and buildings can no longer target other units outside of their visibility. Buildings can still be targetted if they have been explored.
- GPS will provide visibility in the fog-of-war.
- Spies that infiltrate radar domes will gain their victim's exploration and reset it on all clients (if the victim does not have GPS)
2012-12-13 15:16:56 -08:00
Chris Forbes
85293a482e
remove spurious allowMovement parameter from ScanAndAttack
2012-01-07 20:33:56 +13:00
Chris Forbes
6315864f84
add Defend unit stance
2012-01-07 20:33:56 +13:00
Chris Forbes
0ea9e06c22
remove spurious parameter from ScanAndAttack
2011-11-25 17:41:19 +13:00
Chris Forbes
5a029e337a
fixed #1257 - predict stance changes on the client
2011-11-04 19:09:46 +13:00
Chris Forbes
9ac912fa0e
#1262 fixed -- initial unit stance via AutoTarget:InitialStance:
2011-11-04 16:33:20 +13:00
Chris Forbes
7f1918d07b
add stance cycling on 'z'
2011-10-11 09:33:50 +13:00
Chris Forbes
20c4db914c
implement selectable rules of engagement for AutoTarget
2011-10-11 08:06:23 +13:00
Chris Forbes
2bc260c833
move Activity from OpenRA.Traits.Activities namespace to OpenRA.Traits
2011-10-06 23:11:58 +13:00
Chris Forbes
55036cd58c
fix trailing whitespace everywhere
2011-09-26 08:40:39 +13:00
Chris Forbes
b95f49d6f3
remove pointless null checks for owner
2011-08-21 19:34:45 +12:00
Chris Forbes
e44b965785
fixed #999 -- replace order/first[ordefault] with .ClosestTo(point)
2011-07-14 20:29:07 +12:00
Chris Forbes
9b3e6c5c4a
remove FP sillyness from FindUnits & friends
2011-05-22 20:38:52 +12:00
Chris Forbes
d86e0ec522
rename ITraitPrerequisite<T> to Requires<T>
2011-05-04 18:02:35 +12:00
Paul Chote
b7262b6490
Allow Autotarget to have a custom scan radius, use it for VICE.
2011-03-23 20:31:27 +13:00
Paul Chote
c7e2619a98
Explicitly declare dependency on Attack* from AutoTarget/AutoHeal.
2011-03-22 21:36:06 +13:00
alzeih
f4e4f987be
RA - AppearsFriendlyTo and AppearsHostileTo actor extensions
2011-03-13 15:44:27 +13:00
Paul Chote
094907c1a9
Update copyright header. Normalize line endings to LF.
2011-02-13 10:38:57 +13:00
Chris Forbes
a3e64d1733
add AutoTargetIgnore
2010-12-05 11:32:30 +13:00
Paul Chote
4913d82bce
Autotarget sets target line
2010-12-01 21:14:10 +13:00
Paul Chote
dfd5906d7f
Refactor AutoHeal.
2010-11-30 14:20:15 +13:00
Paul Chote
2d224a207c
Fix idle animations / prone.
2010-11-30 12:51:25 +13:00
Paul Chote
da74c6ad23
Add some logging to see what is going on.
2010-11-29 13:43:00 +13:00
Paul Chote
c7f1d08748
Some thoughts towards improving our bogus idle handling. Untested.
2010-11-29 13:15:44 +13:00
Paul Chote
dba7335594
Fix a pile of compiler warnings.
2010-11-21 13:10:22 +13:00
Bob
a7f42dcf0c
fix interaction between autoattack and idleanimation
2010-11-16 20:32:00 +13:00
Bob
b2f3b8f2af
make AutoTarget use an activity. add AutoTarget to teslatank
2010-11-14 19:44:58 +13:00
Bob
f8e6245903
make order queuing work for buildings and turreted units, too
2010-11-14 15:48:02 +13:00
max621
c150fd9475
Added attack move
2010-10-13 08:13:20 +13:00
Paul Chote
54ffdc51b4
Fix crashes with actors dying mid-projectile-flight
2010-09-09 17:20:05 +12:00
Paul Chote
b0608936d8
Let Gunboat autotarget
2010-08-25 20:15:48 +12:00
Chris Forbes
1c6470eff3
add movement-free autotarget option
2010-08-18 17:47:38 +12:00
Paul Chote
824e2a7b0b
Auto-target detected subs
2010-08-15 06:18:47 +12:00
Bob
ae703d50b2
Actor.traits is implementation detail
2010-08-14 17:39:49 +12:00