taylor
f69d117fad
make sure we don't process cmeasure homing more than once (this should also fix the incompatible network packet)
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fix flag check to be sure that we properly detonate missiles tracking cmeasures
2006-06-27 05:06:39 +00:00
wmcoolmon
8d0fc6455d
Not sure why I didn't catch this when compiling earlier...
2006-06-07 05:20:52 +00:00
taylor
f7d89326b0
some minor cleanup
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remove -nobeampierce
update for geometry batcher changes
2006-05-27 16:45:11 +00:00
Goober5000
7e41877b7b
proper capitalization according to Volition
2006-04-20 06:32:30 +00:00
Goober5000
b52b6b1e00
spelling
2006-02-25 21:47:19 +00:00
taylor
ed3380aafb
keep weapon model refcount correct (this is admittedly strange, but safer than before)
2006-02-16 05:48:48 +00:00
wmcoolmon
2a2d52145a
Blah, pulled a Goober.
2006-02-15 07:26:52 +00:00
wmcoolmon
d43babc2d5
Various weapon and team related scripting functions; $Collide Ship and $Collide Weapon hooks
2006-02-15 07:19:50 +00:00
Goober5000
a9642a2a86
more tweaks, plus clarification of checks for the existence of files
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--Goober5000
2006-02-13 00:20:46 +00:00
wmcoolmon
0c8c487d3c
Remove initial corkscrew values from parse_weapon
2006-02-12 17:54:35 +00:00
taylor
6397a8f093
fix endless loop when we've got too many weapons
2006-01-30 07:00:14 +00:00
taylor
7c0a59c1a7
add transparent, cycling alpha, and no-light options for weapons
2006-01-30 06:33:19 +00:00
taylor
481d9b0811
if a weapon model isn't loaded then be sure to load it in weapon_create() (catches a few weird weapon setups)
2006-01-18 16:02:26 +00:00
Goober5000
4d5a477f71
übercommit of custom IFF stuff :)
2006-01-13 03:31:20 +00:00
phreak
7665133851
Remove tertiary weapons in their current form, I want something more flexable instead of what I had there.
2006-01-09 04:54:51 +00:00
taylor
5a0c85036d
make sure that thrusters will still render with a missing primary bitmap if they have a primary glow
2006-01-07 12:48:04 +00:00
taylor
54478d16f8
weapon precedence wasn't getting read in on normal weapon.tbl parse, should fix the missing primary weapons in early retail missions
2006-01-03 06:02:59 +00:00
wmcoolmon
246cfcfa65
Codebase commit, most notably including objecttypes.tbl
2005-12-29 08:08:42 +00:00
taylor
425c7b86b4
deal with cf_find_file_location() changes
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add a central parse_modular_table() function which anything can use
fix up weapon_expl so that it can properly handle modular tables and LOD count changes
add support for for a fireball TBM (handled a little different than a normal TBM is since it only changes rather than adds)
2005-12-28 22:17:02 +00:00
taylor
a0329bfabb
fix a couple of beam section issues when using modular tables
2005-12-24 04:18:57 +00:00
taylor
eddf28ad6e
add the name of the modular table about to be parsed to the debug log
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a missing weapon_expl table should just be a note in the debug log rather than a popup warning
2005-12-21 08:27:37 +00:00
wmcoolmon
8c7b258e51
Swap beam fixed/animation image loading order
2005-12-18 20:13:26 +00:00
wmcoolmon
e5c23334bc
Added +nocreate and more verbose index handling for beam sections
2005-12-17 00:59:48 +00:00
wmcoolmon
3bc1b2f1be
Better handling of beam overrides (bm_unload textures as they are replaced)
2005-12-17 00:50:55 +00:00
phreak
f4a2c22285
Countermeasres parameters. Lets users specify how easily missiles are spoofed by countermeasures
...
A missile is given a seeker strength. Aspect default of 2. Heat default of 3. This is a missile's resistance to spoofage
A countermesaure is given an effectiveness for each type. The defaults for countermeasure heat and aspect effectiveness are both 1.
Also gave the countermeasure an effective range. Default is 300 meters.
A missiles chance of being spoofed is calculated by <cm type effectiveness>/<seeker strength>
So by default, 1/2 of aspect seekers will be fooled by a countermeasures, while 1/3 of heat seekers would be spoofed by default.
Also i gave the option of aspect missiles having a view cone different from 180 degrees. This parameter is optional and doesn't effect anything already there.
2005-12-15 06:03:50 +00:00
phreak
b0b9202aa2
various countermeasures related fixes. Special cases needed to be handled.
2005-12-13 05:27:36 +00:00
taylor
5bb3145073
allow use of a specific LOD for ship and weapon rendering in the hud targetbox
2005-12-12 21:32:14 +00:00
taylor
e0a4ca8494
switch the shockwave pof and normal names back to the correct spots, this was probably causing some
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3-D shockwave usage issues since they wouldn't have rendered
2005-12-08 15:33:39 +00:00
wmcoolmon
2ad2aa2aef
"laser" and "missile" to "primary" and "secondary"
2005-12-05 01:54:16 +00:00
wmcoolmon
9fea22d551
Better XMT beam section handling ("+Index:"); weapon shockwave armor support; countermeasures as weapons
2005-12-04 19:02:36 +00:00
phreak
e92d279af7
Apply lighting to missiles if -missile_lighting command line is set.
2005-11-24 06:37:17 +00:00
taylor
a927686ddf
when using cheats be sure to properly load up all weapons that aren't already paged in
2005-11-23 06:53:22 +00:00
taylor
7a0adb4233
yuck, ugly mistake on my part (thanks Goober!)
2005-11-22 04:50:52 +00:00
taylor
9df5fc333e
combine weapon_info_close() and weapon_close()
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changes to allow use of weapon_expl.tbl and the modular table versions once more
- the tables aren't required (but a warning will be produced if weapon_expl.tbl doesn't exist)
- don't back load LODs, if it's not there then don't use it
- handle a couple of error conditions a bit better
2005-11-22 00:01:11 +00:00
Goober5000
b33caf6f45
change from "setting" to "profile"; this way makes more sense
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--Goober5000
2005-11-21 02:43:37 +00:00
Goober5000
956e48daf4
add ai_settings.tbl
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--Goober5000
2005-11-21 00:50:02 +00:00
taylor
368afa64da
don't try to apply a shockwave force if there is no actual force to apply, avoids needless math and fixes a NULL vec3d warning
2005-11-16 21:27:31 +00:00
taylor
d79cf2dee8
-loadonlyused in on by default now, can be turned off with -loadallweps
2005-11-13 06:49:05 +00:00
wmcoolmon
7cd75811db
More warnings instead of Int3s/Asserts, better Lua scripting, weapons_expl.tbl is no longer needed nor read, added "$Disarmed ImpactSnd:", fire-beam fix
2005-11-08 01:04:02 +00:00
wmcoolmon
b3e7e10a64
Fix(?) for checking whether a weapon is armed or not
2005-11-05 05:12:21 +00:00
wmcoolmon
78fab0c331
Codebase commit - nebula.tbl, scripting, new dinky explosion/shockwave stuff, moving muzzle flashes
2005-10-30 06:45:00 +00:00
taylor
53d95c6b04
make sure that XMTs don't try to still create an invalid entry when +nocreate is used
2005-10-26 00:43:06 +00:00
taylor
dd21fa57f2
some cleanup, fix some general memory leaks, safety stuff and whatever else Valgrind complained about
2005-10-23 20:34:30 +00:00
taylor
4fc5973d71
fix some bugs with spawn type weapon assignments, particularly with TBMs
2005-10-19 20:54:06 +00:00
Goober5000
ae639154f9
removed an unneeded parameter and renamed some stuff
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--Goober5000
2005-10-14 07:22:24 +00:00
taylor
79296221d5
fix memory freakage from dynamic spawn weapon types
2005-10-11 08:30:38 +00:00
taylor
20054116b3
actual cmeasure fix, don't know why the hell it didn't end up other commit
2005-10-10 17:32:59 +00:00
taylor
b1aafc762d
remove NO_NETWORK
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little sanity on model_load() calls
fix cmeasure bug where a blank entry was getting added
2005-10-10 17:19:07 +00:00
Kazan
c2448a5e74
some weird character was on the head of weapons.cpp
2005-10-09 23:56:22 +00:00
wmcoolmon
9c98551411
Added names to the 'limits reached' dialogs in ship/weapons.tbl
2005-10-09 17:38:49 +00:00