Goober5000
4f53f07681
minor modifications to mission cutscenes: change cutscene_name field to filename, because it's actually the filename of the cutscene make struct a plain old data object (no constructor) make parsing a little tidier, and make the SEXP formula and closing #end tag optional
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@11213 387891d4-d844-0410-90c0-e4c51a9137d3
2015-01-14 17:29:43 +10:00
Goober5000
7250cd13a6
add ship class texture replacement using a simplified method that doesn't require the texture_set code
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@11204 387891d4-d844-0410-90c0-e4c51a9137d3
2014-12-23 18:15:11 +10:00
m_m
9689711149
From FUBAR-BDHR, chief1983, m!m and MageKing17: Fix for Mantis 2887: Additional workaround for mantis 2693
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10969 387891d4-d844-0410-90c0-e4c51a9137d3
2014-08-06 19:39:34 +10:00
niffiwan
2740cf5ea2
Allow missions to exit to mainhall on successful completion
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Activate with either a mission flag, or the 3rd parameter to the
end-mission sexp. Covers ending via the debrief, skipped from dying
5x times or skipped training mission
Does NOT work for redalert missions or multi (yet)
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10832 387891d4-d844-0410-90c0-e4c51a9137d3
2014-06-26 16:54:17 +10:00
karajorma
7ef94f084b
Allow training missions to also show mission goals.
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10279 387891d4-d844-0410-90c0-e4c51a9137d3
2014-01-14 20:24:45 +10:00
Goober5000
a04e83ab01
red-alert will now work with ships that appear at some point subsequent to mission start
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10267 387891d4-d844-0410-90c0-e4c51a9137d3
2014-01-14 20:24:45 +10:00
Goober5000
70d05d3815
scramble messages on a per-ship basis
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10136 387891d4-d844-0410-90c0-e4c51a9137d3
2013-11-25 19:29:36 +10:00
Goober5000
13513588df
turn p_object into a class ensure that p_object dock instances are cleared between missions, not just when the game exits handle Player_start_pobject in a saner way the p_object Reset method is nice, but it turns out we don't need it
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10060 387891d4-d844-0410-90c0-e4c51a9137d3
2013-11-17 20:24:42 +10:00
Goober5000
3aeee91f14
better assignment of vec3d and matrix (matrix should be set to identity, not all-0)
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10049 387891d4-d844-0410-90c0-e4c51a9137d3
2013-11-17 20:24:41 +10:00
Goober5000
e0fa46a185
more memset refactoring... turn texture_replace back into a POD struct
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10048 387891d4-d844-0410-90c0-e4c51a9137d3
2013-11-17 20:24:41 +10:00
Goober5000
138e6b853f
yeesh... a veritable cascade of const-correctness
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@9783 387891d4-d844-0410-90c0-e4c51a9137d3
2013-09-13 20:18:32 +10:00
Goober5000
4791df1b17
return special_hitpoints to using a specific value instead of a multiplier;
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this was extensively tested in both single-player and multiplayer, using change-ship-class and changing ship loadout, against ships both higher and lower in hitpoints, to ensure it didn't re-break Mantis #2326
2013-01-13 09:28:28 +00:00
Goober5000
107a61ea13
for Mantis #2097 , straighten out the departure code so that goals to warp cause warping, and comm departures use whatever departure method is specified
2013-01-13 03:03:25 +00:00
Goober5000
2e783fe37b
fix Mantis #2319 (alt names and callsigns aren't properly removed)
2012-12-15 04:36:27 +00:00
karajorma
20b614069e
Resaving a mission shouldn't result in any changes other than the date.
2012-10-26 09:44:12 +00:00
karajorma
54f6d864a0
alter-ship-flag SEXP. Now does AI flags too.
2012-10-23 12:02:28 +00:00
karajorma
7769a4e6e1
Okay, this time JUST the event.log stuff!
2012-10-08 09:13:21 +00:00
karajorma
49f63ad88b
Backout that commit. Wrong codebsse!
2012-10-08 09:11:14 +00:00
karajorma
7c25c35243
Commit the event.log feature.
2012-10-08 09:02:44 +00:00
The_E
3b1a94b751
After a long time being tested in TAP, Team Colors are now stable. Please refer to http://www.hard-light.net/forums/index.php?topic=79743.0 for details.
2012-07-28 20:53:57 +00:00
Echelon9
90069f176b
Fix commit 2628 - treatment of is_training_mission(). Nothing like fixing 6.5 year old bugs.
2012-07-26 14:01:32 +00:00
Goober5000
3eeb334d77
allow skyboxes to be rendered at a custom orientation
2012-07-24 03:53:25 +00:00
Echelon9
9fc2a7c908
GCC: warning: converting to non-pointer type 'char' from NULL
2012-05-17 17:36:55 +00:00
Goober5000
f03eb16119
mjn.mixael's required weapon feature
2012-03-05 02:37:09 +00:00
Goober5000
494bdf6493
yeesh... part of the original iff_defs feature that wasn't updated
2012-01-15 08:13:50 +00:00
karajorma
bfb54ea844
Split the Locked flag in two so that you can lock Ships or Weapons independently.
2012-01-11 07:57:36 +00:00
Echelon9
3f0761e4c7
Documentation: More code cleanup of missionparse.cpp and missionparse.h
2011-11-10 13:46:11 +00:00
karajorma
1fe4fdeaef
Fix the cloaked ship flag not saving.
2011-09-05 00:05:20 +00:00
Goober5000
9ef2aac09a
return special exp values to ints, per discussion with Zacam awhile ago
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while we're at it, change kamikaze damage to int since it's treated as such
2011-08-27 05:08:39 +00:00
Sushi
68b036a4af
Add "Fog Near Multiplier" and "Fog Far Multiplier" options for missions. Allows the FREDder to tweak distances at which ships fade out in a nebula.
2011-08-20 15:06:18 +00:00
karajorma
04348d856d
Ignore-key SEXP and the changes needed to support it.
2011-07-30 18:54:02 +00:00
The_E
f8fef5c56f
Patch for Mantis 2326: Standalone server crashes when ship classes are changed in loadout.
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I hope.
2011-06-25 08:03:52 +00:00
Goober5000
5fb4a6db18
add ability to set the duration of the ship death roll
2011-05-30 21:06:11 +00:00
Goober5000
a5cd0f8de0
gaaaah, fix a whole bunch of bugs with the no-ets flag:
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checkbox ui settings were incorrect
checkbox wasn't hooked into the event loop
resource #define's overlapped
FRED never saved the ship flag
ship flag did not have an equivalent parse flag
sexp(s) to modify ship flag did not use the existing ship flag sexp architecture
2011-02-07 09:08:39 +00:00
Goober5000
eae11de29b
commit the "immobile" flag, requested by Black Wolf, Diaspora, etc. This is just the infrastructure; the flag doesn't actually do anything yet.
2011-01-30 08:19:17 +00:00
Goober5000
110cd3bccc
add turret-protect-ship and turret-unprotect-ship
2011-01-21 08:55:26 +00:00
karajorma
9bcf6d9521
Change Alt_Type into an int to fix a compiler warning.
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Move the multi_sexp_ship_change_callsign function (Multi_ functions should sit directly below the server side function that calls them so that they can be updated at the same time).
2010-10-13 02:16:34 +00:00
Zacam
76c4083cbd
Warning Fix: for "set_special_explosion"
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Corrects conversion of 'float' to 'int', by setting set_special_explosion related entries to 'float'
2010-10-06 19:18:38 +00:00
IssMneur
654be5a6e7
Removes the hard restriction (compile time) on the maximum number of "active" support ships per team. Controlled by an optional seventh argument to set-support-ship. Also fixes glitch where only "max concurrent ships" number of support ships would actually respond to support requests.
2010-09-21 05:16:23 +00:00
karajorma
d4e8bd4bf3
Fix Mantis 2278 (Adding a variable can mess up team loadout variables)
2010-09-15 00:50:28 +00:00
taylor
b287ecfef9
new sound code
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- Mantis #58
- Mantis #1769
- many other fixes and improvements
2010-05-29 15:53:18 +00:00
karajorma
ca90928e08
Refactoring the Special Explosion and Special Hitpoints/Shield code and saving methods.
2010-03-10 08:50:28 +00:00
Zacam
ab17ff4d40
From The_E: "This adds the optional string "$End Campaign Cutscene:" to the list of possible cutscenes; once end-campaign is called, all of those scenes will be played if their requisite trigger conditions are met, in the order in which they are defined in the mission file".
2010-02-09 20:03:57 +00:00
portej05
583e03890f
Strip missed CVS comment
2009-11-23 06:11:24 +00:00
portej05
7e65e47acc
Fix for issues caused by memset and _HAS_ITERATOR_DEBUGGING.
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Some ugliness involved (placement new - yuck!), however given that a lot of our structures are allocated with vm_malloc, I haven't got a better way around this at present.
2009-11-13 18:06:27 +00:00
karajorma
c81d8fdeec
Add the option to set a maximum delay before a player is automatically respawned in multiplayer games.
2009-09-15 13:43:13 +00:00
portej05
6a8d45c93d
Replace most instances of std::vector with SCP_vector. Memory is now all run through vm_malloc and vm_free.
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Watch it go up AND down in mission.
2009-07-11 07:07:57 +00:00
portej05
85eab173d2
Removed more memset(this ... ) statements.
2009-07-04 14:48:16 +00:00
chief1983
5bd74f4ab3
intrinsic no shields flag for ships.
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force-shields-on p_obj flag for mission ship object (overrides intrinsic no shields, don't use with no shields).
No FRED checkbox yet for force-shields-on yet.
2009-06-10 20:19:01 +00:00
karajorma
24de2cb225
Bobboau's Skybox flags code (via Wanderer then me)
2009-05-21 14:57:33 +00:00