2,573 Commits over 548 Days - 0.20cph!
Check in patrol_helicopter_revision
Removed excess logs
Codegen
Debug = false
Orbit now listens to no go zones
Fixed infinite loop :)
Danger zone score is now weighted weirdly (but it works?)
Check if player is in no go zone before strafing
Fixed bug preventing breaking of orbit
Added should debug boolean
Ensured zone states are only on the server
-First iteration of danger zones added (nogo zones). If heli is damaged quick enough in a specific area it will avoid it
-Added console commands to test all heli states
-Added flee state - cant get aggro when in this state
-Ensured flee state runs if heli is within a newly added no go zone
Orbital strafe chance set to 60%
Make time to fire in orbits slightly longer
Make orbital rocket clip more wighted to having more rockets
Prevent being aggro'd mid strafe - this needs fixed
Removed bunch of debug logs
Remove bunch of debug draws
Reduced turn speed when swapping to orbit strafe
Fixed bug that would pull heli out of move state if there were no targets - moved that code to orbit code only.
Added AtRotation check. Ensures heli has finished rotating before moving into strafe attack
Refactored init strafe and aggro code
Fixed bug causing multiple changes of strafe drop out distance per tick
Refactored starting strafe code
Ensured time since damaged threshold was appropriate for each damage type
Fixed bug in orbitting causing radians to be converted to radians - this was causing inaccurate calculations on points
Ensured fixed orbit works the same as the old orbit
Bunch of debug stuff
Fixed entry into orbit strafe
OrbitStrafe state now attempts to flow nicely from a strafe state when swapping
Attempted to merge orbital strafe to the end of the strafe run. Couple bugs, needs looked at again
Prevent orbit strafe from breaking until rockets are emptied
Slowed down rockets shot during orbit strafe
Ensure that heli instantly explodes when impacting the water the same way as it does on land
Prevented exiting any state if retiring - probably not needed
Prevent patrol helicopter from being able to be aggro'd when leaving the map
This stops it despawning mid fight
Refill rockets when starting orbit strafe
Refactored strafe rocket code
Few checks to only point at interest zone if in orbit and not breaking orbit
Overrode default rotation speed for orbit strafing
Set interestzone origin from strafe passover to ensure a more accurate target
Orbit strafe now attempts to point at interest zone wilst orbitting
Prevent cargo from tilting on harbor approach
Improve error messages if approach node isn't found
Initial orbit strafe state
Fixed bug causing heli to be locked in an idle/orbit/strafe state if its target dissapears
Ensured cargo ignores height of waypoints - keeping it at the correct water height
Revert Procedural Map - Sorry Aux2!
Made the docking test map smaller again
Fixed egress working if it was in the process of actually entering or leaving harbor
Fixed harbor 1 to work with new path
Refactored all of the movement code
Remade harbor 2 path to work with new movement
Improved cargo docking movement code to handle tighter situations
Prevents clipping on harbor geometry
Moves on rails with more deterministic movement overall
Ensured trigger is set properly on one of the harbor 1 cranes - prevents flyhack kick
Added a more accessible harbor 2 cargo path
Re-enable tooltip text for single vendor names
Hovering over a vending machine now shows the names of the machines (as it used to)