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4,310 Commits over 1,919 Days - 0.09cph!

1 Year Ago
Scientists now have a % chance per tick of continuing to move to chase position in Chase state when the player is LOS, instead of just stopping when LOS and switching to combat state. Scientists now also run attack tick in chase state.
1 Year Ago
Scientists no longer always take cover when hit. Added a chance of taking cover when hit below 40% health.
1 Year Ago
killscientists kills tunnel dwellers too
1 Year Ago
name tag info improvements
1 Year Ago
Added "Spawn Lineup" feature, spawns one of each Scientist AI prefab in a line for easy runtime editing. Auto turns AI designing on, ignoreplayers on and move off. Added AIArenaNameTag, shows the NPC gameobject/type above their head. Tweaked position of AI state display text.
1 Year Ago
Added arena specific Scientist prefab/ai design/setup. Added it to arena spawning UI. Manifest.
1 Year Ago
Cover point width fix. Updated cover points to use width.
1 Year Ago
cover points
1 Year Ago
AICoverPoint now has a width property. Take a random point within this width when getting cover location.
1 Year Ago
Added arena UI buttons to toggle noclip, ai.ignoreplayers and editor.drawAIStateNames
1 Year Ago
more spawn points for new areas
1 Year Ago
move point data
1 Year Ago
Added RenderBounds bool to AIInformationZone, only draw red bounds box when the AIZ is the selected object, unless this is set to true. Default to false so we don't draw AIZ bounds everywhere in monument scenes any more.
1 Year Ago
Yesterday's arena level design
1 Year Ago
Reload player belt weapons as part of reset.
1 Year Ago
merge from reloadweapons_command
1 Year Ago
Added reloadweapons command. Reloads all weapons in belt to max ammo.
1 Year Ago
Can assign a default loadout to give the player when starting test arena. Give it again when pressing reset.
1 Year Ago
Indoor area move/cover points
1 Year Ago
Walled off outdoor area. Added an interior office kind of area.
1 Year Ago
Disable animal spawns in arena
1 Year Ago
Added option to not build world navmesh to gamesetup/bootstrap. Don't build it for test arena to decrease start time.
1 Year Ago
Added UI buttons for spawning each type of Scientists, picks a random spawn point each click. Added "Kill Scientists" button to kill all spawned AI. Reset button now kills all AI too.
1 Year Ago
Added some spawn points
1 Year Ago
Added some initial move/cover points to get things working
1 Year Ago
Delete a bunch of scene stuff to speed up play/start time
1 Year Ago
Initial basic setup. Scene. Added script for UI controls. Added simple geometry and set it up as a monument/navmesh so it automatically gets navmesh built. Default ai.move to true for arena. Auto teleport player to test arena spawn location when starting the scene. Added a Reset button to UI that for now just puts the player back at the spawn point.
1 Year Ago
Added NVG specific AI design. NVG scientists now use home-point anchored roaming. Reduced how often NVG scientists roam. NVG scientists can now use healing items.
1 Year Ago
set door.hinged.NMS_green/grey/red prefabs isSecurityDoor to FALSE so that they don't respawn as security doors and cut the navmesh up when loading monument from a save file
1 Year Ago
Tweaked navmesh obstacle along fence and moved an AI move point. s2p.
1 Year Ago
applied the recent crate/spawn local scene changes to the AI prefab to keep it synched
1 Year Ago
Increased and squared navmesh bounds to fix navmesh generation issues when monument is rotated. s2p.
1 Year Ago
Scientist only move to one random spot when blinded. Increased the duration variance.
1 Year Ago
Move start gesture to the blinded state StateEnter. Slightly vary blinded duration.
1 Year Ago
Changed flash blinded gesture to loop. Clear gesture when leaving blinded state.
1 Year Ago
Fixed the doors in the new corridor being flagged as security doors, which was breaking the navmesh. s2p.
1 Year Ago
s2p
1 Year Ago
Fixed and old spawner and the new spawners linking to the wrong AIZ
1 Year Ago
Increased BlindDurationMultiplier on NVG scientist variant so that they get blinded for longer.
1 Year Ago
removed unnecessary cast
1 Year Ago
merge from ai_blind
1 Year Ago
Reduce flashbang duration vs AI (4->3 seconds) Removed debug log.
1 Year Ago
Reduce movement speed in blinded state to NavigationSpeed.Slowest
1 Year Ago
guards/peacekeepers can't be blinded
1 Year Ago
Updated remaining relevant scientist AI designs with blinded state container
1 Year Ago
Movement tweaks. Simplify implementation. AI design.
1 Year Ago
Implemented blind state so that scientists run in random directions in a small space while blinded.
1 Year Ago
Added IsBlinded AI event. Implementation and UI prefab.s
1 Year Ago
BaseBlindedState, scientist BlindedState. Added AIState.Blinded type. Added AIDesign.GetFirstStateContainerOfType function. Brains can toggle if they can be blinded or not. Added BaseAIBrain.SetBlinded(..) which can also change to a blinded state container if there is one in the AI design.
1 Year Ago
LOS check