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
d78dde4db1
fix ModData still being bogus about custom sequences
2010-11-21 11:26:22 +13:00
Chris Forbes
a94b2df865
#361 weap doesnt play sell animation correctly -- fixed
2010-11-21 11:14:36 +13:00
Chris Forbes
e4bb788fb9
#366 only host can see AI players in a lobby -- fixed
2010-11-21 11:11:29 +13:00
Chris Forbes
6dcc401342
add missing EditorAppearance for trees & cnc rocks
2010-11-21 10:59:36 +13:00
Chris Forbes
26a7e06b40
finish initial work on koth-crossroads
2010-11-21 10:59:35 +13:00
Chris Forbes
2ba8120d79
WiP KoTH map 'crossroads'
2010-11-21 10:59:35 +13:00
geckosoft
b9b045098b
Changed: People can no longer build structures near the strategic point, once they captured it, without having a regular structure near.
2010-11-21 10:59:35 +13:00
geckosoft
a0682d80c0
Fixed: koth-island-hoppers (map) now correctly sets MustBeClear
2010-11-21 10:59:34 +13:00
geckosoft
1ff39761b7
Fixed: Bug in StrategicProgressWidget.FindFirstWinningPlayer
2010-11-21 10:59:34 +13:00
geckosoft
bddd058b38
Changed: Rules for the koth map (need to hold it for 2 seconds, both poins, and it gets reset if the hold is broken)
2010-11-21 10:59:33 +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
0af653b101
Changed: KotH Island Hoppers (map) should be working now! victory after holding it for 5 minutes.
2010-11-21 10:59:32 +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
7f7c293856
Added: Island Hoppers KoTH map (wip, not done yet)
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
geckosoft
be9f52e029
Changed: Mounts the map' IFolder with least possible priority, allowing the map to has its own assets
2010-11-21 10:59:26 +13:00
geckosoft
000dd6de7b
ed: Made it possible for maps to define custom & override existing voices
2010-11-21 10:57:36 +13:00
geckosoft
5e8e4dd9d5
Changed: Made it possible for maps to define custom & override existing weapons
2010-11-21 10:57:36 +13:00
geckosoft
b31a35d34b
Changed: Made it possible for maps to contain custom sequences (allowing 100% custom map-specific units to be 'build')
2010-11-21 10:57:16 +13:00
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