Matthew Bowra-Dean
414b3a03c3
Updated docs.
2010-11-18 17:47:24 +13:00
Bob
a7f42dcf0c
fix interaction between autoattack and idleanimation
2010-11-16 20:32:00 +13:00
Chris Forbes
7bd7f4e56b
remove bogus AttackMoveInteraction trait from cnc
2010-11-15 20:03:49 +13:00
Chris Forbes
9584c78500
hack around ICE in gmcs-2.6.7; feature wasn't used anyway
2010-11-15 19:59:07 +13:00
Chris Forbes
bc7a9c14d0
fix helicopters landing in silly places
2010-11-14 21:27:17 +13:00
Chris Forbes
c1eacc225d
fix DrawLineToTarget drawing from the ground below flying units
2010-11-14 21:27:17 +13:00
Chris Forbes
e56bbe367d
add missing WorldCommand trait to cnc
2010-11-14 21:27:16 +13:00
Bob
6cf9939ab3
remove staticness on Server
2010-11-14 21:26:50 +13:00
Bob
b2f3b8f2af
make AutoTarget use an activity. add AutoTarget to teslatank
2010-11-14 19:44:58 +13:00
Bob
80e897abfb
add Util.RunActivity, and have Actor.Tick use it. fix medic autoheal
2010-11-14 18:36:36 +13:00
Bob
d152d21338
fix teslazap OutOfMemory exception
2010-11-14 17:32:23 +13:00
Bob
f4e04ece12
fix tesla animations and firing at multiple targets
2010-11-14 16:35:53 +13:00
Bob
e7a07ea9c3
Add target param to INotifyAttack. Remove target field from AttackOmni
2010-11-14 16:03:01 +13:00
Bob
f8e6245903
make order queuing work for buildings and turreted units, too
2010-11-14 15:48:02 +13:00
geckosoft
7c146a9d5d
Changed: Made "Move" orders queueable
2010-11-13 17:54:16 +13:00
geckosoft
846286c988
Added: QueuedActivity (to be used for chaining orders)
2010-11-13 17:53:00 +13:00
geckosoft
ba25bc6df4
Added: More constructor overloads for Order (accepting a queued boolean now)
...
Added: Changed all IssueOrders to make use of the IOrderTargeter.IsQueued
Added: A 'hack' for SetChronoTankDestination so it also sets the queued value
2010-11-13 17:52:48 +13:00
geckosoft
622f9bfe71
Added: forceQueue to IOrderTarget' CanTargetUnit / CanTargetLocation
...
Added: forceQueue to all related methods
Added: Only shows the select cursor IF hovering over a unit AND the orders return the 'default' icon
2010-11-13 17:46:36 +13:00
geckosoft
8df47f5a60
Added: UnitStanceDefensive
2010-11-13 17:44:45 +13:00
geckosoft
d2a0647085
Added: OnOrder & OnTick event at UnitStance
2010-11-13 17:43:55 +13:00
geckosoft
0e750a3f25
Cleanup: Idle activity now reuses itself instead of returning null (causing another Idle object to be created)
2010-11-13 17:43:41 +13:00
geckosoft
0e6dbe28a8
Changed: Renamed UnitStanceGuard => UnitStanceHoldGround
2010-11-13 17:43:09 +13:00
geckosoft
cc0c45bceb
Removed: Reference to AttackMoveInteraction.cs from the project
2010-11-13 17:42:55 +13:00
geckosoft
af3e734561
Changed: HackyAI uses AttackMove now instead of Move
2010-11-13 17:42:14 +13:00
geckosoft
1ac61c5e3e
Changed: AttackMove actually works
2010-11-13 17:40:38 +13:00
geckosoft
5d3622b79d
Removed: Unused AttackMoveInteraction
2010-11-13 17:39:58 +13:00
geckosoft
b3ddf1ae86
Changed: Rendering of the colored shape (adds a shadow + resizes the shape on larger actors)
2010-11-13 17:39:34 +13:00
geckosoft
17770631a2
Added: Rendering of 'SelectionColor'ed shapes at top left of the selection rectangle (using a simple format to define shapes)
2010-11-13 17:38:47 +13:00
geckosoft
05f6958286
Changed: From running on the local player, to running on all players
2010-11-13 17:38:41 +13:00
geckosoft
bd9c748b17
Fixed: SurrenderOnDisconnect (needs testing
2010-11-13 17:33:16 +13:00
geckosoft
6b40abb58c
Implemented: Stances
...
Added: Basic stances (Aggressive, Guard (Hold Ground), Hold Fire, None (dummy), Return Fire)
Added: WorldCommandWidget (to be able to set said stances)
Added: WorldCommandWidget to ra (cnc will follow, later on)
Changed: Added support to AttackBase for firing with movement disabled + utility method ScanForTarget (used by stances)
Added: AssignUnitStance (attach this to unit-producing actors, together with what stances can be picked as 'default')
2010-11-13 17:26:42 +13:00
geckosoft
6d67ab2240
Changed: Attack-move now only triggers when you use 'a' without any modifier
2010-11-13 17:08:46 +13:00
geckosoft
8b3512e2f1
Changed: Build palette hotkeys cannot be triggered anymore when used together with a modifier
2010-11-13 17:08:30 +13:00
geckosoft
5b71bee4c8
Added: ISelectionColorModifier
2010-11-13 17:08:00 +13:00
Bob
75e7124af0
oops
2010-11-13 17:07:48 +13:00
geckosoft
9ad55d5e28
Changed: AttackMoveInteraction now uses a + the 'right' mouse button to do an attack-move (extra nice thing => it wont lose focus of the selected units!)
2010-11-13 17:04:27 +13:00
geckosoft
9e93edf336
Changed: Made GenericSelectTarget & GenericSelectTargetWithBuilding more generic (now it accepts an optional 'expected' mouse button) default => left (as it was hardcoded)
2010-11-13 17:03:24 +13:00
geckosoft
5608756a24
Moved: AutoAttack key handling out of core => RA
...
Added: AttackMoveInteraction to RA & CNC rules
2010-11-13 17:02:48 +13:00
geckosoft
ebca421856
Moved: BaseBuilding out of core => RA
...
Implemented: INotifyKeyPress for World traits (to respond on key pressed)
Moved: GotoNextBase (backspace key) out of core => RA
Added: GotoNextBase trait to both RA & CNC
2010-11-13 17:01:35 +13:00
Bob
22e61a5700
refactor QueueAttack -> GetAttackActivity
2010-11-13 16:42:13 +13:00
Bob
7306de3730
make attacks queuable
2010-11-13 15:53:10 +13:00
Bob
10ed3db71d
made all orders queuable
2010-11-13 15:53:08 +13:00
Bob
04e05d9aed
remove the default impl of QueueAttack; implement it in AttackFrontal and AttackLeap
2010-11-13 14:59:33 +13:00
Chris Forbes
caae95f12e
make Server.Server public so it works.
2010-11-10 11:34:37 +13:00
Paul Chote
dfa14f16d3
Move ServerTraits into Mods.
2010-11-10 10:30:26 +13:00
Paul Chote
8e007131c9
Define ServerTraits in mod.yaml
2010-11-10 10:30:26 +13:00
Paul Chote
ed4c588701
Allow custom commands to be parsed when the player is in a ready state.
2010-11-10 10:30:26 +13:00
Paul Chote
d33806e932
More refactoring
2010-11-10 10:30:25 +13:00
Paul Chote
e83838e9ff
Pass the client into InterpretCommand
2010-11-10 10:30:25 +13:00
Paul Chote
b77dcd476c
Pull the master server communication into a ServerTrait
2010-11-10 10:30:25 +13:00