userAdam Wcancel

12,344 Commits over 3,712 Days - 0.14cph!

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
2 Years Ago
guards/peacekeepers can't be blinded
2 Years Ago
Updated remaining relevant scientist AI designs with blinded state container
2 Years Ago
Movement tweaks. Simplify implementation. AI design.
2 Years Ago
Implemented blind state so that scientists run in random directions in a small space while blinded.
2 Years Ago
Added IsBlinded AI event. Implementation and UI prefab.s
2 Years 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.
2 Years Ago
LOS check
2 Years Ago
Set duration/range. Added BlindDurationModifier to BaseAIBrain so individual AI types can be blinded differently. Test debug log.
2 Years Ago
Applied shelved previous work. Merged to date from main and merge fixes. Initial fixes/wip.
2 Years Ago
merge from ai_aboveground
2 Years Ago
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2 Years Ago
merge from nms
2 Years Ago
Hooked up prefab to animator and added code calls to EntityFlag_Toggle events
2 Years Ago
cherry pick 81315, animation code
2 Years Ago
override outdoor AI stats
2 Years Ago
first pass outdoor/buildings cover data
2 Years Ago
merge from nms
2 Years Ago
Code to toggle anim. Not hooked up yet as art/prefab needs some tweaks.
2 Years Ago
merge from ai_aboveground
2 Years Ago
Update scene with navmesh obstacle prefab. s2p.