userAdam Wcancel

12,502 Commits over 3,773 Days - 0.14cph!

2 Years Ago
Added arena specific Scientist prefab/ai design/setup. Added it to arena spawning UI. Manifest.
2 Years Ago
Cover point width fix. Updated cover points to use width.
2 Years Ago
cover points
2 Years Ago
AICoverPoint now has a width property. Take a random point within this width when getting cover location.
2 Years Ago
Added arena UI buttons to toggle noclip, ai.ignoreplayers and editor.drawAIStateNames
2 Years Ago
more spawn points for new areas
2 Years Ago
move point data
2 Years 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.
2 Years Ago
Yesterday's arena level design
2 Years Ago
Reload player belt weapons as part of reset.
2 Years Ago
merge from reloadweapons_command
2 Years Ago
Added reloadweapons command. Reloads all weapons in belt to max ammo.
2 Years Ago
Can assign a default loadout to give the player when starting test arena. Give it again when pressing reset.
2 Years Ago
Indoor area move/cover points
2 Years Ago
Walled off outdoor area. Added an interior office kind of area.
2 Years Ago
Disable animal spawns in arena
2 Years Ago
Added option to not build world navmesh to gamesetup/bootstrap. Don't build it for test arena to decrease start time.
2 Years 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.
2 Years Ago
Added some spawn points
2 Years Ago
Added some initial move/cover points to get things working
2 Years Ago
Delete a bunch of scene stuff to speed up play/start time
2 Years 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.
2 Years 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.
2 Years 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
2 Years Ago
Tweaked navmesh obstacle along fence and moved an AI move point. s2p.
2 Years Ago
applied the recent crate/spawn local scene changes to the AI prefab to keep it synched
2 Years Ago
Increased and squared navmesh bounds to fix navmesh generation issues when monument is rotated. s2p.
2 Years Ago
Scientist only move to one random spot when blinded. Increased the duration variance.
2 Years Ago
Move start gesture to the blinded state StateEnter. Slightly vary blinded duration.
2 Years Ago
Changed flash blinded gesture to loop. Clear gesture when leaving blinded state.
2 Years Ago
Fixed the doors in the new corridor being flagged as security doors, which was breaking the navmesh. s2p.
2 Years Ago
s2p
2 Years Ago
Fixed and old spawner and the new spawners linking to the wrong AIZ
2 Years Ago
Increased BlindDurationMultiplier on NVG scientist variant so that they get blinded for longer.
2 Years Ago
removed unnecessary cast
2 Years Ago
merge from ai_blind
2 Years Ago
Reduce flashbang duration vs AI (4->3 seconds) Removed debug log.
2 Years 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