Steve
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b90ca0ea11
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Fleeing fighters no longer count as flee when they go out of range of player.
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2015-11-13 18:26:30 +00:00 |
Steve
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92ca28bf3c
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Don't show current / target numbers for conditions.
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2015-11-13 16:56:53 +00:00 |
Steve
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ddf5a3106f
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Always show target sphere.
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2015-11-13 16:56:22 +00:00 |
Steve
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f883423875
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Added function to adjust target value of objectives (such as requiring fewer civs to rescue if some are killed).
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2015-11-13 16:55:49 +00:00 |
Steve
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09761ccd78
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Civilians should re-evaluate their fleeing every 1/2 second, so as not to run in to enemies too easily.
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2015-11-13 16:54:38 +00:00 |
Steve
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2662076711
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Enemies don't chase civilians forever. Civilians will run from enemies at a larger range.
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2015-11-13 11:27:11 +00:00 |
Steve
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ede04be003
|
Cleaned up header.
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2015-11-13 08:46:45 +00:00 |
Steve
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52969b4a04
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Random civilian ship texture.
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2015-11-13 08:46:06 +00:00 |
Steve
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5fc2bed650
|
Civilians attempt to evade / runaway from enemies.
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2015-11-13 08:45:50 +00:00 |
Steve
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d58170883d
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Removed enemy shield and armour display. Added target name and distance to Extraction Point.
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2015-11-12 07:00:53 +00:00 |
Steve
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93979c396f
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ALIVE_ESCAPED entities invoke triggers, objective, and condition updates.
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2015-11-11 22:34:48 +00:00 |
Steve
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7a23a9b6b3
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Remove ALIVE_ESCAPED entities.
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2015-11-11 22:34:00 +00:00 |
Steve
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8831853321
|
Mark escaped entities as ALIVE_ESCAPED.
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2015-11-11 22:32:00 +00:00 |
Steve
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0cc3ad0078
|
Show direction of extraction point.
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2015-11-11 21:55:57 +00:00 |
Steve
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ec6e57194e
|
Extraction point is registered with battle.
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2015-11-11 21:55:04 +00:00 |
Steve
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70d47a796b
|
NULL terminate candidate array.
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2015-11-11 19:16:24 +00:00 |
Steve
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4da58014d5
|
Rewrote entity candidate for loops.
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2015-11-11 19:15:41 +00:00 |
Steve
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ad405c57ae
|
Start of civilian ships: will follow player when close and flee in to extraction points.
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2015-11-11 06:46:58 +00:00 |
Steve
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9de4bf6255
|
Sort entities before drawing, using their type number as the order.
|
2015-11-09 22:48:59 +00:00 |
Steve
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3b149be7b9
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Don't box mission targets flagged with EF_NO_MT_BOX.
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2015-11-09 22:47:28 +00:00 |
Steve
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faf6c9890c
|
Start of extraction points.
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2015-11-09 22:46:57 +00:00 |
Steve
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3c43c15253
|
Don't add dead entities to grid system.
|
2015-11-09 17:55:56 +00:00 |
Steve
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1cd8b42664
|
Centralize completeMission and failMission logic.
|
2015-11-02 19:18:26 +00:00 |
Steve
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32eda1ae31
|
Restrict entities to bounds of grid (push back).
|
2015-11-02 18:07:26 +00:00 |
Steve
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d0f19cc322
|
Only display area warning if player is headnig towards it.
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2015-11-02 18:07:02 +00:00 |
Steve
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61068f04f4
|
Entities must be added to grid based on their centre.
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2015-11-02 13:19:54 +00:00 |
Steve
|
950cffcb4f
|
Use grid to determine drawn entities.
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2015-11-02 13:19:31 +00:00 |
Steve
|
e620ceccad
|
Use entities from grid for separation.
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2015-11-02 12:14:29 +00:00 |
Steve
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f10ec392ef
|
Bullets get collision candidates from grid.
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2015-11-02 12:04:11 +00:00 |
Steve
|
62a445ac61
|
Various bug fixes for grid system.
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2015-11-02 12:03:47 +00:00 |
Steve
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64a461e29c
|
(removed debug text)
|
2015-11-02 10:50:07 +00:00 |
Steve
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452a4bf36c
|
Fix for mission target directional arrow not showing.
|
2015-11-02 10:49:55 +00:00 |
Steve
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a7c1906950
|
Replaced radar drawCircle call with graphic. Added radar range warning.
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2015-11-02 10:11:47 +00:00 |
Steve
|
f585a30f3f
|
Add and remove entities from grid.
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2015-11-02 07:57:56 +00:00 |
Steve
|
f667137521
|
Added w and h variables for to entity and bullet, for use with grid and colliison detection.
|
2015-11-02 07:57:33 +00:00 |
Steve
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7a6a6b26c0
|
Start of Grid.
|
2015-11-01 22:19:39 +00:00 |
Steve
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ee05399652
|
NULL check against player, when getting camera position.
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2015-11-01 16:11:56 +00:00 |
Steve
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2ed49023fd
|
Active unit count as health > 0.
|
2015-11-01 13:35:35 +00:00 |
Steve
|
bedf2fe74d
|
Get camera coords before drawing, to prevent jerky player.
|
2015-11-01 13:34:20 +00:00 |
Steve
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b2c6708ef4
|
Prevent player from pressing return to change to a dead fighter (i.e. - the current one).
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2015-11-01 12:31:26 +00:00 |
Steve
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a42a87efa5
|
Show def name of fighter, and display left and right arrows when selecting a new fighter.
|
2015-11-01 12:30:16 +00:00 |
Steve
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018d30132e
|
Added defName to entity, to allow printing of definition name of the entity.
|
2015-11-01 12:29:32 +00:00 |
Steve
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2a38221bcf
|
Prevent fighters from magically coming back to life if their target is kill while they are also dying.
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2015-11-01 11:37:12 +00:00 |
Steve
|
090eab162d
|
Don't chase your target forever - reevaluate if they go out of range.
|
2015-11-01 10:46:49 +00:00 |
Steve
|
0246600d9c
|
Define MAX_TARGET_RANGE.
|
2015-11-01 10:46:24 +00:00 |
Steve
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3783a0833e
|
Limit number of fighters that can appear in battle at once, during an epic battle. Add remaining fighters as room on field becomes available.
|
2015-11-01 09:25:10 +00:00 |
Steve
|
443723f6b7
|
Implemented camera, to aid fighter switching. Added prompts for switching fighters, when current one is destroyed.
|
2015-10-31 23:09:43 +00:00 |
Steve
|
4f47cd0bc6
|
Allow player to switch fighters upon death, during an epic battle.
|
2015-10-31 10:00:46 +00:00 |
Steve
|
596069cebf
|
Player will always be on the side of the Allies.
|
2015-10-31 08:03:11 +00:00 |
Steve
|
c3d07ea5a2
|
Allow manual switching of targets (closest). Disallow firing of missiles if target is too far away.
|
2015-10-30 23:31:20 +00:00 |