Goober5000
b07017dfaf
added change-ai-class and is-ai-class, and I think I may also have nailed the
...
is-iff bug; did some other bug hunting as well
--Goober5000
2002-12-24 07:42:29 +00:00
Goober5000
fedebbd53a
Squashed some Volition bugs! :O Some of the sexps for dealing with more than
...
one ship would return after only dealing with the first ship.
Also added the following sexps:
is-ship-stealthed
ship-force-stealth
ship-force-nostealth
ship-remove-stealth-forcing
They toggle the stealth flag on and off. If a ship is forced stealthy, it won't even
show up for friendly ships.
--Goober5000
2002-12-23 05:18:52 +00:00
Goober5000
19ae132431
added capability of storing time_subsys_cargo_revealed
...
--Goober5000
2002-12-20 07:09:03 +00:00
Goober5000
817f9a9741
added functionality and fixed a few things with cargo being revealed and hidden in preparation for the set-scanned and set-unscanned sexp commit
...
--Goober5000
2002-12-17 02:18:40 +00:00
DTP
d587bd16f4
Bumped fire_dealy on_empty_secondary to 1000
2002-12-15 06:29:24 +00:00
Goober5000
d2707c08a9
removed mission flag for fighterbay damage; instead made damage display contingent on whether the fighterbay subsystem is assigned a damage percentage in ships.tbl
...
--Goober5000
2002-12-14 17:09:28 +00:00
Goober5000
83cb4c99ad
Full-fledged ballistic primary support added! Try it and see! :)
...
Preliminary support added for selecting additional primaries (more than 2) and secondaries (more than 3) if this is implemented later.
Transports can now dock with fighters, bombers, & stealth ships.
2002-12-10 05:41:38 +00:00
bobboau
2dbc7e5277
inital decals code, if you are worried a bug is being caused by the decals code it's only references are in,
...
collideshipweapon.cpp line 262, beam.cpp line 2771, and modelinterp.cpp line 2949.
it needs a better renderer, but is in prety good shape for now,
I also (think) I squashed a bug in the warpmodel code
2002-12-07 01:37:43 +00:00
bobboau
1534138f83
added nameplate code
2002-11-14 06:15:03 +00:00
bobboau
0a93058abc
added warp model and type 1 glow points
...
and well as made the new glow file type,
some general improvement to fighter beams,
2002-11-14 04:18:17 +00:00
phreak
30b04bd204
changed a line in ship_fire_secondary to allow for custom
...
amounts of corkscrew missiles fired
2002-11-11 20:05:52 +00:00
phreak
552f0e6c8a
Fighter flak code, it doesn't blow up in your face anymore!
2002-11-06 23:21:06 +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
wmcoolmon
72a1ee3ab1
Fixed a bug I added in ship_do_rearm_frame
2002-07-30 18:11:25 +00:00
wmcoolmon
fdb748d0f5
Modified to add hull repair capabilities and toggling of them via a mission flag, MISSION_FLAG_SUPPORT_REPAIRS_HULL
2002-07-30 17:57:40 +00:00
DTP
b667544505
Bumped MAX_SHIP_SUBOBJECTS to 2100(2100 /(average fighter has 7 subsystems) = 400 fighters
2002-07-29 08:22:42 +00:00
wmcoolmon
34119582f2
Added Bobboau's fighter-beam code.
2002-07-25 04:50:48 +00:00
DTP
84ba4e2d0c
Fixed Secondary bank bug, where next valid secondary bank inherits current
...
valid banks FULL fire delay
2002-07-20 23:49:46 +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