Chris Forbes
7b5be4a0ec
remove more ctors
2010-11-23 15:30:21 +13:00
Chris Forbes
30fb1250b3
remove some stupid duplication in HackyAI
2010-11-23 15:27:27 +13:00
Chris Forbes
a363bf841c
remove some dead code
2010-11-23 15:25:10 +13:00
Chris Forbes
da5830845b
remove another ctor
2010-11-23 15:24:45 +13:00
Chris Forbes
23e6eada26
another ctor removed
2010-11-23 15:20:11 +13:00
Chris Forbes
490b0801a0
start removing weird ctors on Order
2010-11-23 15:14:48 +13:00
Chris Forbes
cf26e4aa8a
improve appearance of smoketrails
2010-11-21 18:28:29 +13:00
Paul Chote
dba7335594
Fix a pile of compiler warnings.
2010-11-21 13:10:22 +13:00
Chris Forbes
5292272902
#186 unlimited power devhack
2010-11-21 12:36:18 +13:00
Chris Forbes
1db3ce4b59
some usings cleanup
2010-11-21 12:25:22 +13:00
Chris Forbes
060d544390
add smoke trails for damaged aircraft
2010-11-21 11:48:09 +13:00
Chris Forbes
b0e3364a77
make unit smoke optional
2010-11-21 11:28:16 +13:00
Chris Forbes
a94b2df865
#361 weap doesnt play sell animation correctly -- fixed
2010-11-21 11:14:36 +13:00
geckosoft
1ff39761b7
Fixed: Bug in StrategicProgressWidget.FindFirstWinningPlayer
2010-11-21 10:59:34 +13:00
geckosoft
8efb717cf4
Changed: Cleaned up the StrategicProgressWidget a bit
2010-11-21 10:59:33 +13:00
geckosoft
65ac607d90
Fixed: ProximityCaptureable now allows allies nearby
2010-11-21 10:59:33 +13:00
geckosoft
175b07c0ff
Added: StrategicProgressWidget to show the capturing progress (including custom gfx)
...
Fixed: Sync on unsyncable field type
Added: StrategicProgressWidget to both cnc & ra
2010-11-21 10:59:32 +13:00
geckosoft
585cba8af8
Added: StrategicVictoryConditions & StrategicPoint => allows 'koth' gameplay if used
2010-11-21 10:59:32 +13:00
geckosoft
2a7525122e
Changed: Made ConquestVictoryConditions public (same for Surrender / Win methods)
2010-11-21 10:59:31 +13:00
geckosoft
fbb117705e
Changed: Owner maps to Self.Owner now IF captured, otherwise returns the OriginalOwner
2010-11-21 10:59:30 +13:00
geckosoft
78dea9eecb
Added: ProximityCaptureable
2010-11-21 10:59:30 +13:00
Bob
a7f42dcf0c
fix interaction between autoattack and idleanimation
2010-11-16 20:32:00 +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
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
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
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