Commit Graph
41 Commits
Author SHA1 Message Date
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
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
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
--Goober5000
2003-04-29 01:03:24 +00:00
Goober5000 b1e4605bed preliminary work on ai facing sexp
--Goober5000
2003-03-30 04:34:38 +00:00
Goober5000 a8ecbb2980 more housecleaning, this time for debug warnings
--Goober5000
2003-03-19 09:05:26 +00:00
Goober5000 4214c8c99f fixed some misspellings
--Goober5000
2003-03-18 01:44:31 +00:00
bobboau 03fb48d8aa fixed a bunch of fighter beam bugs,
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
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
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
--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,
and departure into hangars should now all work properly
--Goober5000
2003-01-19 22:20:23 +00:00
Goober5000 c3c63dff85 more tweaky bug fixes
--Goober5000
2003-01-19 09:10:40 +00:00
Goober5000 55135e0f68 oops - forgot a bit of departure code :)
--Goober5000
2003-01-19 07:13:05 +00:00
Goober5000 341803c8c0 fixed a bunch of bugs - "no-subspace-drive" should now work properly for
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*
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
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 --
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
--Goober5000
2003-01-07 20:06:44 +00:00
Goober5000 f56a7e8b8d implemented keep-safe-distance
--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
--Goober5000
2002-12-31 18:59:43 +00:00
Goober5000 acefe1a8a9 simplified end-user implementation of ballistic primaries
--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