userAdam Wcancel
branchrust_reboot/main/bradley_scientistscancel

101 Commits over 60 Days - 0.07cph!

8 Months Ago
Make the UI designer screen larger to fit the extra states on. Update bradley scientist AI design with recall states/events.
8 Months Ago
Update state for recalling scientists
8 Months Ago
Merge from main
8 Months Ago
Add destroy self behaviour state. Recall coroutine rework.
8 Months Ago
Merge from main
8 Months Ago
WIP logic for loading scientists back in. New related states, AI design updates.
8 Months Ago
Merge from main
8 Months Ago
More recall logic/testing.
8 Months Ago
Snappier scientist weapon equip on spawn
8 Months Ago
Merge from main
8 Months Ago
Reset scientist spawn count to max when Bradley heals after inaction.
8 Months Ago
Fix for spawning a single scientist when all of them have been previously killed.
8 Months Ago
Added deployed timer. Don't count alive scientists until they've all finished spawning.
8 Months Ago
Persist number of alive scientists between deployments. Initial logic for recalling scientists and starting to move again.
8 Months Ago
Better deploy logic, check for valid positions, don't stop and deploy if there's no valid positions.
8 Months Ago
Scientist count bump. Additional AI data.
8 Months Ago
Merge from main
8 Months Ago
Merge from debugging
8 Months Ago
Merge from main
8 Months Ago
Spawn intervals and convar. Don't do bradley health check in the editor, for easier testing (added a warning for it).
8 Months Ago
Codegen
8 Months Ago
Merge fixing
8 Months Ago
Codegen after merge conflict
8 Months Ago
Merge from main
9 Months Ago
Increase max deploy distance convar
9 Months Ago
Convars to control min health range and attack distances for deployment. Add deploy checks logic.
9 Months Ago
Realm-remove AI data from client
9 Months Ago
Handle scientists despawn
9 Months Ago
Merge from main
9 Months Ago
Add spawn points to Bradley prefab. Allow a frame for the navmesh obstacle to kick in. Use spawn points and cycle around them if more scientists than spawn points. Init scientists with entity memory of target. Scientists take cover from target when spawning.
9 Months Ago
Merge from main
9 Months Ago
Tweak scientist movement
9 Months Ago
Increase scientist spawn radius
9 Months Ago
Initial scientist AI design file
9 Months Ago
Merge from main
9 Months Ago
Add a NavMeshObstacle for the Bradley that gets toggled with deployed status.
9 Months Ago
Added an AIInformationZone to Bradley. Added move/cover AI data points. Toggle the AIInformationZone on/off with deployed status. Assign the AIZ as a virtual AIZ to Scientists when spawning them.
9 Months Ago
Merge from main
9 Months Ago
Bradley doesn't take damage from scientists.
9 Months Ago
Bradley doesn't target Scientists
9 Months Ago
Spawn scientists pre-aware of attacker
9 Months Ago
Tweak road scientist navmesh Y offset. Bradley spawners set spawn type flags. Bradley prefab update.
9 Months Ago
Spawn the correct scientist type depending on the bradley type (monument or road). Added new scientist prefabs & AI design placeholders.
9 Months Ago
Flag a bradley as road spawned or not
9 Months Ago
Layer mask fix
9 Months Ago
Initial basic scientist spawning behaviour
9 Months Ago
Bradley main cannon shell doesn't hit scientists
9 Months Ago
Bradley guns don't hit Scientists
9 Months Ago
Hardcode a stopped/deployed state for quick testing.
9 Months Ago
Simplify BradleyAPC.SetTarget calls