Mazo
|
447f6de2d6
|
Add definitions/objects for cargo holds and cargo
|
2018-06-02 14:11:19 +01:00 |
|
Mazo
|
27d8f91cec
|
Update documentation
|
2018-06-02 14:09:42 +01:00 |
|
Mazo
|
5347b78e7c
|
Add CargoMountPointStatusMessage / DismountVehicleCargoMsg / MountVehicleCargomsg packets
|
2018-06-02 14:08:13 +01:00 |
|
FateJH
|
e00202e8fb
|
Tuned positioning on player spawned at an AMS; fixed 'AMS' label draw and clear issue by expanding deployment options; modifications to BattlePlanMessage packet
|
2018-05-21 10:58:18 -04:00 |
|
FateJH
|
cd91080c9a
|
Worked ams spawning rules into normal SpawnRequestMessage workflow using the (reliable) spawn group number of 2
|
2018-05-21 10:58:18 -04:00 |
|
FateJH
|
cc3e1dde86
|
packets RespawnAMSInfoMessage and SquadWaypointEvent, the latter with tests; system of keeping track of deployed AMS vehicles and displaying their data to interested users added through the VehicleService path
|
2018-05-21 10:54:32 -04:00 |
|
FateJH
|
848929fd01
|
test fix
|
2018-05-21 10:48:32 -04:00 |
|
FateJH
|
a3f50cc8a4
|
fixing Infiltration Suit issues as well as streamlining the process of exo-suit switching
|
2018-05-21 10:16:20 -04:00 |
|
FateJH
|
cf3bf19d4d
|
tests for prior MAX changes; correcting a 13mm problem with the Lightning's chaingun ammunition type
|
2018-05-21 10:16:20 -04:00 |
|
FateJH
|
e14f2817d7
|
TR MAX mode switch and Anchor mode switch fix; MAX will anchor, display to others as anchored, and properly switch between fire modes in both anchored and normal stances
|
2018-05-21 10:16:20 -04:00 |
|
FateJH
|
e2dcf998e0
|
in an attempt to decipher the pickup sound, it seems every item pickup comes with a 'congratulations' packet
|
2018-05-21 10:15:05 -04:00 |
|
FateJH
|
c838ff3168
|
splitting too big ammo boxes upon changing ammo; also, properly dropping too much ammo after same action
|
2018-05-21 10:15:05 -04:00 |
|
Fate-JH
|
1d732196f0
|
Update DismountVehicleMsgTest.scala
0 -> BailType.Normal
Should have caught this in the prior merge.
|
2018-05-21 08:48:14 -04:00 |
|
Fate-JH
|
12443c6aa5
|
Merge branch 'master' into feature/VehicleDismountImprovements
|
2018-05-21 08:34:29 -04:00 |
|
FateJH
|
26d42e9f37
|
fixing incorrect documentation
|
2018-05-21 07:29:09 -04:00 |
|
Mazo
|
6f65603942
|
Add BailType enumeration and update parameters for vehicle dismounting with correct naming and type
|
2018-05-21 06:47:21 +01:00 |
|
FateJH
|
e368c8b5be
|
added silos and air pads on z6 and on home3; undid temp lattice benefits and temp vehicle damage
|
2018-05-16 20:35:33 -04:00 |
|
FateJH
|
e9aac5514a
|
more tests for the proximity amenities; added the other silo in Anguta, Ceryshen and the terminal-facing silo in home3; initial work on FacilityBenefitShieldCharge packet and tests
|
2018-05-16 19:24:50 -04:00 |
|
FateJH
|
a513f4996e
|
working vehicle loadouts from repair/rearm silos; code documentation and expanded tests
|
2018-05-16 00:27:25 -04:00 |
|
FateJH
|
2a4fe4865e
|
partially-working vehicle favorites system; modifications to existing favorites system, identification of packet parameters
|
2018-05-15 08:05:33 -04:00 |
|
FateJH
|
9d7d1b0456
|
split previous Loadout into separate InfantryLoadout and VehicleLoadout classes; moved new Loadout code into its own package and corrected import statements; corrected Terminal code and tests
|
2018-05-13 23:06:01 -04:00 |
|
FateJH
|
7673c8941b
|
begun work on repair and rearm silos by dividing up proximity terminal behavior; terminals at Anguta wired
|
2018-05-13 21:57:14 -04:00 |
|
FateJH
|
34210fe581
|
LootItwemMessage documentation
|
2018-05-10 23:11:52 -04:00 |
|
FateJH
|
1d956c834c
|
improved object name exposure for log messages; removed 'init with GUID' constructors that were no longer necessary
|
2018-05-10 23:03:34 -04:00 |
|
FateJH
|
65c8de0790
|
expanding Container functionality to include Fit tests; handling LootItemMessage packets
|
2018-05-10 19:46:19 -04:00 |
|
Fate-JH
|
0590b575d0
|
Merge pull request #204 from Fate-JH/destroy-v-term
Destroy the Vehicle Terminal
|
2018-05-10 19:42:27 -04:00 |
|
FateJH
|
4f1e4381a4
|
added feature to reset the vehicle terminal if it should get stuck while fulfilling an order
|
2018-05-09 21:28:16 -04:00 |
|
FateJH
|
526ab7d5ec
|
Removed duplicate code by moving the logic of Container around; removed duplicate code by producing a functional inventory search algorithm that handles both ammunition and weapon magazine options; corrected tests
|
2018-05-09 16:26:33 -04:00 |
|
FateJH
|
ba49b5859e
|
replenishing supply of thrown grenades from player inventory; pulled in locker search for Player.Find to avoid wrongful indexing
|
2018-05-08 23:55:01 -04:00 |
|
FateJH
|
e61f1dbdfc
|
changes to how MoveItemMessage is handled; AvatarService messages for MoveItem purposes; stop shooting and put away weapon when sitting down
|
2018-05-08 00:07:11 -04:00 |
|
FateJH
|
deb0e670ba
|
moving management of ServerVehicleOverride state to WSA from Vehicle
|
2018-05-05 21:36:45 -04:00 |
|
FateJH
|
f4343bbf0d
|
fixing import duplicity and order; accommodations for air vehicles and their spawn pads
|
2018-04-29 01:03:54 -04:00 |
|
FateJH
|
6047b9e054
|
adjust to vehicle spawn timing, placement of spawn pad, and a quick override packet
|
2018-04-29 00:18:14 -04:00 |
|
FateJH
|
68422401e5
|
Another revamp to vehicle spawn process. Wrote tests.
|
2018-04-29 00:16:55 -04:00 |
|
FateJH
|
5d5c609a2f
|
Reorganized vehicle spawning process and wrote tests for process.
|
2018-04-29 00:13:15 -04:00 |
|
FateJH
|
c87273c351
|
originally just implemented drive-away speeds and timings for boarding vehicles manually; then attempted a trick where vehicles would be moved up out of the trench manually; finally, discovered how spawn platform rails work and how to find their guids easily and incorporated a nearly fully-functional vehicle spawn system(!); added examples of the 'railless' spawn pads to the East and Southeast of home3 HART C
|
2018-04-29 00:13:15 -04:00 |
|
FateJH
|
fde49773cd
|
Splitting single vehicle spawn control process into several subtasks. Vehicle event bus attached to zone objects, especially for interacting with VehicleSpawnControl. Importing SouNourS copy of ServerVehicleOverrideMessage packet and tests.
|
2018-04-29 00:13:15 -04:00 |
|
FateJH
|
a31207322b
|
accomodations for tests; adjusting conditions for proximity terminal operations; adding the medical terminals in Anguta
|
2018-04-19 19:51:04 -04:00 |
|
FateJH
|
35ed000ccc
|
code documentation and tests
|
2018-04-19 08:03:06 -04:00 |
|
FateJH
|
29cf59775a
|
working medical terminal and stubs for other proximity-based terminal operations
|
2018-04-19 08:01:13 -04:00 |
|
Fate-JH
|
d8fe6bab28
|
Merge pull request #196 from Fate-JH/spawn-tube
The Real Resurrection Update
|
2018-04-19 07:45:47 -04:00 |
|
FateJH
|
82c68ebedb
|
Modifying AvatarDeadStateMessage to manipulate visible respawn points on deployment mpa; improving postStop conditions on WSA to consider player in different situations; added basic Zone.Population.(message) case statements
|
2018-04-09 19:12:23 -04:00 |
|
Fate-JH
|
fc3837268c
|
Merge pull request #194 from Fate-JH/pca
Packet Splitting, Bundling
|
2018-04-02 09:39:55 -04:00 |
|
FateJH
|
f444a35785
|
Changes to AvatarService packets and support actors in regards to corpse management and tests regarding corpse management. Seriously, those tests.
|
2018-03-31 20:03:40 -04:00 |
|
FateJH
|
7f40b31a34
|
Akna Air Tower, Ceryshen, has its amenities wired. The default spawn point has been moved to allow for the tower at Akna to interfere with the tower at Anguta.
|
2018-03-31 20:02:40 -04:00 |
|
FateJH
|
ddc2450541
|
Buildings now have simple type distinctions to work using the known output of a SpawnRequestMessage packet. Support for cross-continental respawning (actually a failure case for being unable to spawn). Corpse tuning and testing.
|
2018-03-31 19:59:11 -04:00 |
|
FateJH
|
20b7726653
|
Stripped down LivePlayerList functionality, moving player lists onto the appropriate corresponding zones. Corpses are now created, stored, and deleted.
|
2018-03-31 19:55:44 -04:00 |
|
FateJH
|
8a21df429b
|
The former Player class (former-former PlaterAvatar class) has been split into a persisting Avatar class and a transitory Player class.
|
2018-03-31 19:54:37 -04:00 |
|
FateJH
|
3e9e3df0fa
|
Simple player spawning proof of concept using buildings mapped to their spawn tube amenities in a "spawn group."
|
2018-03-31 19:53:45 -04:00 |
|
FateJH
|
001f9a40e9
|
Anguta, Ceryshen, the Anguta Watchower, and Anguta's two bunkers have had their amenities wired together, excluding the door locks being connected to doors. Modified how things like spectator status, fly status and speed persist.
|
2018-03-31 19:51:01 -04:00 |
|