phreak
ca6d1ed53d
ai now properly uses rapid fire dumbfires
2003-08-03 23:38:08 +00:00
phreak
1575894d9a
fixed a warning.
...
previous cvs message should read: cloaked ship will decloak if a turret fires
2003-07-15 02:51:01 +00:00
phreak
42f5a1c556
cloaked ships now are less visible with distance
2003-07-15 02:41:41 +00:00
phreak
3ba479444b
ai now properly fires bomber+ missiles at capital ships.
2003-07-02 03:31:27 +00:00
phreak
fdafdd1bcb
changed around ai code to take into account a limited lock range for local ssms
2003-06-25 03:16:32 +00:00
phreak
d69cb5a4b7
capital ship turrets that use the "huge" flag will not target bombs
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this will prevent large beams from shooting the player if he shoots a bomb at a destroyer
2003-06-14 21:22:42 +00:00
phreak
010cafc687
turrets now properly use local ssms
2003-06-12 16:53:16 +00:00
phreak
955dbfcfff
the ai can now use local ssms. they are able to use them at *very* long range
2003-06-11 03:03:16 +00:00
phreak
eca3de01ef
fixed a small bug
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ai_select_primary_weapon may have a null pointer passed to it.
2003-06-04 15:31:49 +00:00
Goober5000
458634292a
implemented the custom hitpoints mod
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--Goober5000
2003-04-29 01:03:24 +00:00
Goober5000
b1e4605bed
preliminary work on ai facing sexp
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--Goober5000
2003-03-30 04:34:38 +00:00
Goober5000
a8ecbb2980
more housecleaning, this time for debug warnings
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--Goober5000
2003-03-19 09:05:26 +00:00
Goober5000
4214c8c99f
fixed some misspellings
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--Goober5000
2003-03-18 01:44:31 +00:00
bobboau
03fb48d8aa
fixed a bunch of fighter beam bugs,
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most notabley the sound now works corectly,
and they have limeted range with atenuated damage (table option)
added bank specific compatabilities
2003-02-25 06:22:50 +00:00
bobboau
013930bc99
added glow map nebula bug fix for d3d, someone should add a fix for glide too
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more importantly I (think I) have fixed all major bugs with fighter beams, and added a bit of new functionality
2003-02-16 05:14:29 +00:00
Goober5000
37e4dd5bc7
finished up my fighterbay code - ships will not be able to arrive from or depart into
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fighterbays that have been destroyed (but you have to explicitly say in the tables
that the fighterbay takes damage in order to enable this)
--Goober5000
2003-01-27 07:46:33 +00:00
Goober5000
f34be99a5e
removed unreferenced variable
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--Goober5000
2003-01-19 22:25:10 +00:00
Goober5000
31d970d8ee
fixed a bunch of bugs -- the support ship sexp, the "no-subspace-drive" flag,
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and departure into hangars should now all work properly
--Goober5000
2003-01-19 22:20:23 +00:00
Goober5000
c3c63dff85
more tweaky bug fixes
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--Goober5000
2003-01-19 09:10:40 +00:00
Goober5000
55135e0f68
oops - forgot a bit of departure code :)
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--Goober5000
2003-01-19 07:13:05 +00:00
Goober5000
341803c8c0
fixed a bunch of bugs - "no-subspace-drive" should now work properly for
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all ships, and all ships who have their departure anchor set to a capital ship
should exit to that ship when told to depart
--Goober5000
2003-01-19 07:02:16 +00:00
bobboau
d4f242427d
redid the way glowmaps are handeled, you now must set the global int GLOWMAP (no longer an array) before you render a poly that uses a glow map then set GLOWMAP to -1 when you're done with, fixed a few other misc bugs it
2003-01-19 01:07:43 +00:00
Goober5000
512b21ee37
made "no-subspace-drive" applicable to all ships and fixed a really *STUPID*
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bug that made FRED keep crashing (missing comma, bleagh!)
--Goober5000
2003-01-18 23:25:39 +00:00
Goober5000
c9ea61c266
fixed bug I inadvertently introduced by modifying SIF_ flags with sexps rather
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than SF_ flags
--Goober5000
2003-01-18 09:25:42 +00:00
Goober5000
22f3dc3889
changed most references to modelnum to use ship instead of ship_info --
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this will help with the change-model sexp and any other instances of model
changing
--Goober5000
2003-01-15 07:09:09 +00:00
Goober5000
4587aa1d8d
added ai-chase-any-except sexp
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--Goober5000
2003-01-07 20:06:44 +00:00
Goober5000
f56a7e8b8d
implemented keep-safe-distance
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--Goober5000
2003-01-06 22:57:23 +00:00
Goober5000
b53761bbd4
Fixed some minor bugs, and added a primitive-sensors flag, where if a ship
...
has primitive sensors it can't target anything and objects don't appear
on radar if they're outside a certain range. This range can be modified
via the sexp primitive-sensors-set-range.
--Goober5000
2003-01-03 21:58:08 +00:00
Goober5000
1e8f49d1ef
if it ain't broke, don't fix it
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--Goober5000
2002-12-31 18:59:43 +00:00
Goober5000
acefe1a8a9
simplified end-user implementation of ballistic primaries
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--Goober5000
2002-12-31 08:20:31 +00:00
Goober5000
e2a757bbbe
Full-fledged ballistic primary support added! Try it and see! :)
2002-12-10 05:43:35 +00:00
bobboau
c4c099ac0b
inital commit, trying to get most of my stuff into FSO, there should be most of my fighter beam, beam rendering, beam sheild hit, ABtrails, and ssm stuff. one thing you should be happy to know is the beam texture tileing is now set in the beam section section of the weapon table entry
2002-10-19 19:29:29 +00:00
penguin
0c503be8d1
The big include file move
2002-08-01 01:41:11 +00:00
unknownplayer
8235f563c9
no message
2002-07-18 14:36:53 +00:00
unknownplayer
4e401fa68e
Revised AI primary selection code again to be more intelligent.
2002-07-18 09:55:26 +00:00
unknownplayer
6a015b9a1d
Rewrote my original algorithm to search by proportional hull damage.
...
Does the same thing a little better.
2002-07-18 05:38:28 +00:00
unknownplayer
e32babefe9
Fixed AI problems with using the maxim on fighters.
2002-07-18 03:27:38 +00:00
unknownplayer
ffdc5a768c
Minor commenting added to two functions.
2002-07-17 23:58:46 +00:00
penguin
3463682f1a
Back-port to MSVC
2002-07-07 19:56:00 +00:00
penguin
8f92eebd34
Warpcore CVS sync
2002-06-03 04:10:40 +00:00
penguin
663b3471b9
Volition sources -- warpcore CVS import
2002-06-03 03:26:03 +00:00