branchrust_reboot/main/naval_update/scientist_boat_aicancel
170 Commits over 92 Days - 0.08cph!
naval_update -> scientist_boat_ai
Up corrective spring force and reduce damping on the pt boat to try and fix scientists being dismounted on spawn
naval_update -> scientist_boat_ai
Fix fuel check not working
- Reduced radius on spawning a boat group at the ghost ship (fixes any weird not spawning bugs that were happening)
- Spawn group injects load mode
- Fixed a bunch of bugs with spawn and load
- Dont run cohesion for null group members
Auto killed boats now wont drop loot
Prevents oil rigs having dead scientist drops around
- Scientist boats can now save/load properly in all contexts
- Setup system for types of saving/loading, for example oil rig scientist boats wont save between server restarts unless their claimed by killing the ai driver
- Fix oilrig scientist boat manager loading error
- Simplify scientist boat loading
naval_update -> scientist_boat_ai
Fixed scientists dying on boat spawn
- Combination of forcing the boats to spawn slightly slower down in the water, as well as sleeping ai on spawn
Ensure front turret is playing the front turret animation
- Set boats to kinematic for spawning sequence
- Rename rhib_spacingRadius to rhib_radius
- Codegen
- Fix inverted margin and spacing values on the deep sea rhibs - was causing the spawning values to be totally wrong and spawning rhibs at the corners with barely any on the map
- Remove useless logs
Only try and ram occasionally
- add spawnrhibgrouphere to test group spawning and try and replicate scientist kill bug
- try spawning boats lower in the water plane
- spawn relative to the correct water height (including waves)
- Force the boyuancy system to wake up when the ai takes over (try and stop the boats from drowing all the scientist on spawn)
- Better boat positioning
- Add more bouyancy points to the pt boat (rear was a nightmare)
- Wake up the boats from further away
- Convar to spawn boat groups together
Evaluate water height at water positions and spawn y at that rather than possibly under water
naval_update -> scientist_boat_ai
spawn setting change again
Better scientist boat spawn settings
Swapped turret animations from the playables system to the regular playables animator
Ensure AI play reload and shoot animations when on the turrets
Dont allow ai turrets to move if ai.move is false
Dont move scientist boats if Ai.Move is false
Change scientist boat spawn edge margin from 300 -> 900
Early exit out our update loop if there are no connections inside a large radius
naval_update -> scientist_boat_ai
Fix muzzle flash not spawning at the right location for the right pt boat turret
- Fix boats sometimes spawning with weird rotation values
- Delay enabling leg renderers till a bit later to prevent them not turning on sometimes?
- More changes to leg animator settings to prevent ocean waves from causing the legs to have a freak out
- Bring back LOD for turning on or off leg animators
- Fixed more issues with poor AI mounted turret aiming
- Ensure rear turret does the correct checks (it has an inverted forward)
- Ensure leg renderers are disabled when player model is thrown in the pool
- Fix turret seats being able to move x and z rotation when they should only match the y rotation (this would cause them to spawn at weird offset angles)
- Better behaviour around corners
- Stopped AI gunner being slightly off on the Y direction sometimes (I was translating the direction from a direction without removing the yaw rotation, so it was slightly offset
- Perform LOS on AI gunner with its target before engaging
- Various minor tweaks (reduced context resolution, increased avoidance polling rate)
Fixed Scientist Boat Spawner not properly serializing with Oilrig (had isSaved set to false)
Ensure boats dont wander out of protection areas (if they have one)
naval_update -> scientist_boat_ai
Dont kill rest of the scientists when the driver dies (not intentional)
Only allow killing scientists to happen once
Call die on scientists so the loot bags spawn
Fix logic bug in pursue player that could possibly cause recursive behaviour (Active target check was flipped)
naval_update -> scientist_boat_ai
If a boat is sinking dont keep trying to apply corrective forces. These forces have always been applied - without it boat sinking looks really cool
Ensure players are properly killed
Dont do any clipping checks for AI on the PT Boat and RHIB
Add new ClippingCheckAiMode to BaseVehicle.Server
Let's us skip clipping checks for AI, or apply to both AI and players
Boat AI will automatically turn on the lights if its nighttime, keeps them off if its day
Better lights on the RHIB