alzeih
f4e4f987be
RA - AppearsFriendlyTo and AppearsHostileTo actor extensions
2011-03-13 15:44:27 +13:00
Paul Chote
0084566478
Standalone radar widget for new sidebar
2011-03-12 18:58:42 +13:00
Paul Chote
631630fbff
Custom button widget for new sidebar
2011-03-12 18:58:42 +13:00
Chris Forbes
0770524c05
add support power charge bar
2011-03-08 20:02:02 +13:00
Chris Forbes
c62e025c45
add temp hacked ProductionBar -- not wired to ProductionQueue properly yet.
2011-03-02 22:20:34 +13:00
Chris Forbes
252d3e7981
move DefaultShellmapScript.cs into Missions/
2011-02-24 18:50:17 +13:00
Paul Chote
9a04a7fa9f
Move IdleAnimation into RenderInfantry
2011-02-17 20:15:20 +13:00
Paul Chote
b6328b356c
ScaredyCat trait for civilians.
2011-02-15 22:38:13 +13:00
Chris Forbes
5bd9273a7d
fix issues with mpspawn and waypoint sprites
2011-02-15 16:09:53 +13:00
Paul Chote
48482cf09a
Add an AttackWander trait for creeps. Remove a pile of bogosity from AttackMove.
2011-02-11 21:50:10 +13:00
Paul Chote
e3fda8c68e
Remove unused stance code
2011-02-06 13:06:39 +13:00
geckosoft
0f17fa34a8
Added ProximityCaptor and filtering of possible captors for KOTH
2011-02-05 19:22:06 +13:00
Paul Chote
7dad013b31
Fix cnc.
2011-01-27 20:50:01 +13:00
Paul Chote
6c14b78b7c
Load the game into an intermediate state where RAInitDelegate can install packages, etc (an even bigger hack).
2011-01-27 20:50:00 +13:00
Paul Chote
cc356bcfee
Refactoring.
2011-01-04 14:34:00 +13:00
Paul Chote
ece50b0d57
RA Harvester docking sequence.
2011-01-04 14:34:00 +13:00
Paul Chote
76216b8dd9
Move damage sounds and shaking from Building/RenderBuilding into their own traits. Fix wall damage/death sounds under cnc.
2011-01-04 14:34:00 +13:00
Chris Forbes
f7b34e1c5e
#339 heli spawn offset is wrong fixed, and ReservableProduction folded back into Production
2010-12-28 18:27:00 +13:00
Chris Forbes
2fad6f3bf1
move replay viewer delegate into mod
2010-12-19 17:48:52 +13:00
Paul Chote
76f792bfdf
New special powers mechanism. Only cnc Airstrike has been reimplemented so far. Special power crates, and spy bonuses have also been disabled.
2010-12-07 21:45:03 +13:00
Paul Chote
eb8682fd0e
Fix AutoHeal
2010-11-30 13:37:10 +13:00
Paul Chote
c7f1d08748
Some thoughts towards improving our bogus idle handling. Untested.
2010-11-29 13:15:44 +13:00
Paul Chote
240b26a265
Remove bogus WorldGameOver trait.
2010-11-28 09:54:29 +13:00
Paul Chote
d559b5cdb7
Rallypoint Polish: Improved artwork, correct positioning, doesn't disappear when the building is offscreen, targeting cursor.
2010-11-27 14:54:29 +13:00
Paul Chote
434ea26950
Fix cloaked units.
2010-11-27 11:28:22 +13:00
Paul Chote
58a92de5a1
Move widget delegates into Mods.
2010-11-27 11:20:01 +13:00
Paul Chote
00dc91cf49
Standardise Theater -> Tileset.
2010-11-24 10:09:51 +13:00
Paul Chote
8b0255e2f7
Fix the RA shellmap.
2010-11-23 22:53:14 +13:00
Chris Forbes
060d544390
add smoke trails for damaged aircraft
2010-11-21 11:48:09 +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
78dea9eecb
Added: ProximityCaptureable
2010-11-21 10:59:30 +13:00
geckosoft
846286c988
Added: QueuedActivity (to be used for chaining orders)
2010-11-13 17:53:00 +13:00
geckosoft
8df47f5a60
Added: UnitStanceDefensive
2010-11-13 17:44:45 +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
05f6958286
Changed: From running on the local player, to running on all players
2010-11-13 17:38:41 +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
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
7306de3730
make attacks queuable
2010-11-13 15:53:10 +13:00
Paul Chote
dfa14f16d3
Move ServerTraits into Mods.
2010-11-10 10:30:26 +13:00
Bob
801aa1156f
move aircraft code into Mods.RA/Air/
2010-11-06 12:18:04 +13:00
Bob
480c5edd75
move Building et al into Mods/
2010-11-06 11:05:45 +13:00
Bob
39b09780f6
refactor Targetable into Targetable{Unit,Building} and ITargetable
2010-11-05 19:50:15 +13:00
Bob
50b1ba3acc
attack if in range of any cell of a building
2010-11-05 19:50:15 +13:00
geckosoft
f5b8b18d86
Core: Added trait 'SurrenderOnDisconnect' and the core changes required to make this work
2010-11-05 19:48:32 +13:00
geckosoft
0112bc4df7
Added : Some missing changes to make WorldGameOver work (ie missing RejoinLobby etc)
...
Warning: Please add the following manually (if you cant find it):
in Game.cs
find
'case ConnectionState.Connected:'
add
if (ConnectedToLobby != null) ConnectedToLobby();
Tried my best to add it in the patch but it failed :(
2010-11-01 17:55:31 +13:00
geckosoft
030bd4b28d
Core: Added basic support for Spectators
...
TODO: Someone modify the files for cnc (chrome / rules)
2010-10-31 04:03:31 +01:00
Caleb Anderson
c568dfa486
Contrail trait
2010-10-25 08:29:54 +13:00