titison
51c1afe4e4
Added the ability for SpawnAttacks to let the units spawn when the projectile arrives at the targetpos.
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Unit will always try to attack if it has an attack command.
Unit attacks the target POS and not the target UNIT of the attacker.
2014-07-27 21:41:40 +02:00
titison
6086a33baf
Added a bool spawnAtTarget to spawn attack in which you can define whether the unit spawns at the target or at the attacker.
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In Addition i changed the command which is given to the spawned unit to an attack command on the target cell.
( I think this makes way more sense than giving a move command to the meeting point)
( This also works if the spawned does not have a attack command. It will move to the enemy then)
2014-07-27 12:54:25 +02:00
titiger
082f3472ee
Looting
2014-07-22 23:53:45 +02:00
titiger
62b147b2ee
Merge remote-tracking branch 'origin/pr/17' into pullrequest17
2014-07-22 21:28:10 +02:00
titiger
7e81728fe8
damagePercent for projectiles
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all given damage percents from the projectiles must sum up to exactly 100%
2014-07-20 22:47:07 +02:00
titiger
da23e4c048
multi sounds
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multiple sounds timed sounds for all skills.
By this you can now play a sound for shooting every single shot too.
2014-07-20 03:28:03 +02:00
Mike Hoffert
b9eb74d916
Percentages were wrong way around
2014-07-19 19:12:34 -06:00
Mike Hoffert
f0801b3c33
Converted floats to ints
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As discussed with Titi, this may prevent some issues with multiplayer
getting out of sync due to different floating point calculations.
2014-07-19 19:03:33 -06:00
Mike Hoffert
191c353491
Fixing platform inconsistency
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It appears that the issue is a Windows problem, with Windows providing
macros for min and max that interfere with using the proper ones defined
in the algorithm header file.
2014-07-19 18:07:24 -06:00
Mike Hoffert
3cae2559c7
No looting if you attack units in same faction
2014-07-19 16:44:11 -06:00
Mike Hoffert
68455a819f
Added setting to disable going into negatives
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After all, how does one loot what the other faction does not have? Still,
could be useful for some places, by forcing the opponent to go into
"debt".
2014-07-19 16:38:33 -06:00
Mike Hoffert
df0d7aaac9
Implemented rest of resource amount/loss attrs
2014-07-19 16:13:09 -06:00
Mike Hoffert
23deb957a7
First, basic looting implementation
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Only absolute values are obtained for now, no loss.
2014-07-19 15:37:59 -06:00
titiger
26bab8548c
Splash was broken and destructor needs to cleanup more
2014-07-19 20:26:45 +02:00
titiger
762f09ab43
multishot with multi sounds and possible camerashake on projectile impact.
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Still work in progress!
2014-07-19 18:50:47 +02:00
titiger
b72f4857d7
multi projectiles with different timings and particle systems
2014-07-18 01:04:36 +02:00
titiger
c081862070
use a bool instead of a (unused) pointer.
2014-07-11 00:26:16 +02:00
titiger
dff810a5b1
multishot with more than one attack particle system
2014-07-10 23:34:39 +02:00
FreshDumbledore
a5e8e6df02
testing version of multiple projectiles
2014-07-09 19:59:09 +02:00
titiger
98234228d9
shake it baby ( camera shake effects )
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Camera shake effects can be added via xml skill definitions.
2014-02-01 23:15:44 +01:00
SoftCoder
3111b733e2
- bugfix for chrono class calcs causing group camera recall to fail (And numerous other problems)
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- added better tracking of mutexes by assigning them location info
2013-12-24 22:27:44 -08:00
SoftCoder
b9d6b38e8f
- coverity based bug fixes - round #1
2013-12-13 23:04:12 -08:00
Mark Vejvoda
9268aaf279
- a few minor bug fixes related to code warnings
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- code cleanup based on additional gcc warnings
- enabled additional gcc compiler warnings
2013-11-19 06:14:06 +00:00
Mark Vejvoda
3671bd0617
- removed debug code
2013-11-14 13:17:58 +00:00
Mark Vejvoda
e8a94eacfc
tracking for nig's issue
2013-11-08 19:00:47 +00:00
Mark Vejvoda
f0546df518
added more debug tracking info if win64 crashes
2013-11-07 01:55:02 +00:00
Mark Vejvoda
493981e8b3
- reverted win64 to sse2
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- added some debug info for win64 testing
2013-11-06 02:14:49 +00:00
Mark Vejvoda
1d3859ff32
- windows x64 updates to get things compiling on vc2012 x64
2013-11-02 11:04:52 +00:00
Mark Vejvoda
a061289c1c
added null check in case typedef foudn a bug
2013-11-01 21:47:14 +00:00
Mark Vejvoda
5f8ccd5115
tracking down oos
2013-10-18 18:16:09 +00:00
Mark Vejvoda
c1305bdd1b
- add more crc log info for oos
2013-10-06 06:59:15 +00:00
Mark Vejvoda
9e60723296
revert most doubles back to float and truncate at 6 decimals
2013-10-03 00:17:51 +00:00
Mark Vejvoda
dc503d6340
- attempt to see if this makes stability better
2013-10-02 20:22:10 +00:00
Mark Vejvoda
de8b083329
- attempt to fix additional oos issues
2013-09-30 17:38:26 +00:00
Mark Vejvoda
dc944b2a79
- attempt to fix additional oos issues
2013-09-28 16:54:32 +00:00
Mark Vejvoda
8b8267400a
- attempt to fix additional oos issues
2013-09-28 16:53:20 +00:00
Mark Vejvoda
91b7803270
- attempt to fix additional oos issues
2013-09-28 03:10:37 +00:00
Mark Vejvoda
63ed244de2
- attempt to fix additional oos issues
2013-09-27 00:14:54 +00:00
Mark Vejvoda
a73cf8470b
attempt to fix attack particle calculation for oos issue
2013-09-26 19:36:24 +00:00
Mark Vejvoda
37c2ace11a
- rollback last commit
2013-09-26 16:37:32 +00:00
Mark Vejvoda
7349a1f126
- attempt to convert use of more floats to double
2013-09-25 15:40:19 +00:00
Mark Vejvoda
3a6544a257
attempt for big cleanup of out of synch issues, please test!
2013-09-23 17:16:34 +00:00
Mark Vejvoda
836e61d5d6
loggging fixes for language specific info (use english always)
2013-09-21 20:50:58 +00:00
Mark Vejvoda
3126a10966
- added code to be able to properly render attack particles when unit is not visible (turned off for now due to questions)
2013-09-19 20:03:36 +00:00
Mark Vejvoda
b5e26070b1
- updated to beta2 and added primitive CRC checking for network games, requies the Host user to set the following ini to enable CRC's:
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EnableNetworkGameSynchChecks=true
2013-09-12 03:33:43 +00:00
Mark Vejvoda
4684779186
removed commented code
2013-06-22 18:09:29 +00:00
Mark Vejvoda
0ead6a36dc
full support for translated techtrees
2013-06-13 08:55:48 +00:00
Mark Vejvoda
adce76d68f
more mad attempts to squeeze better performance
2013-06-12 17:49:12 +00:00
Mark Vejvoda
8066502f9b
fix a few areas that vc++ 2012 pointed to as potential bugs
2013-06-08 03:40:04 +00:00
Mark Vejvoda
4499308888
fix a few areas that vc++ 2012 pointed to as potential bugs
2013-06-07 23:17:27 +00:00