branchrust_reboot/main/bradley_scientistscancel

101 Commits over 60 Days - 0.07cph!

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