mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-15 00:24:40 +00:00
GFX card profile config file logging moved to debug only
WIP mode of guiSliderCtrl to be a filled rectangle instead of a textured UI Fixed bug with guiTextEditCtrl losing focus updating history passing malformed strings Updated WIP options menu Editor/Project settings WIP Updated editor theme to be consistent, and feed off the editor settings Updated popup menus to reference renamed profiles Added more in-progress modules for examples/stress testing
This commit is contained in:
parent
226529fd1b
commit
f1777016b8
179 changed files with 10144 additions and 415 deletions
53
Templates/Modules/AI_Guard/Datablocks/aiPlayerDatablocks.cs
Normal file
53
Templates/Modules/AI_Guard/Datablocks/aiPlayerDatablocks.cs
Normal file
|
|
@ -0,0 +1,53 @@
|
|||
// aiPlayerDatablocks.cs
|
||||
// breaks out the datablocks for aiguard.cs to make them easier to edit.
|
||||
// also manages the trigger controller
|
||||
|
||||
//////////////////////////////////////
|
||||
//
|
||||
// TRIGGER CONTROLLER
|
||||
// This code handles the placing and behavior of aiSoldierTriggers
|
||||
/////////////////////////////////////////
|
||||
|
||||
datablock TriggerData(guardTrigger)
|
||||
{
|
||||
tickPeriodMS = 100;
|
||||
};
|
||||
|
||||
////////////////////////////////////////
|
||||
//This is the default datablock for the Guard.
|
||||
//I changed the stock datablock name from those used in AIPLAYER.CS
|
||||
//I did this to allow me to create different classes of bots with their own
|
||||
//thinking and reaction routines for each class.
|
||||
///////////////////////////////////
|
||||
//
|
||||
//You can specifiy as many datablocks as you have characters.
|
||||
//The first variable after PlayerData must be a unique name. The second variable (after the semicolon)
|
||||
//must be a valid body type.
|
||||
|
||||
datablock PlayerData(DemoPlayer : DefaultPlayerData)
|
||||
{
|
||||
maxDamage = 100;
|
||||
|
||||
maxForwardSpeed = 14;
|
||||
maxBackwardSpeed = 13;
|
||||
maxSideSpeed = 13;
|
||||
|
||||
//The art used by this datablock
|
||||
shapeFile = "data/Soldier/Shapes/soldier_Rigged.DAE";//"art/shapes/actors/Soldier/soldier_rigged.DAE";
|
||||
|
||||
//Set the bot's inventory so it can use different weapons
|
||||
maxInv[Rifle] = 1;
|
||||
maxInv[BulletAmmo] = 1000;
|
||||
maxInv[RocketLauncher] = 1;
|
||||
maxInv[RocketLauncherAmmo] = 1000;
|
||||
maxInv[GrenadeLauncher] = 1;
|
||||
maxInv[GrenadeLauncherAmmo] = 1000;
|
||||
|
||||
maxInvRifle = "1";
|
||||
maxInvBulletAmmo = "1000";
|
||||
maxInvGrenadeLauncher = "1";
|
||||
maxInvGrenadeLauncherAmmo = "1000";
|
||||
maxInvRocketLauncher = "1";
|
||||
maxInvRocketLauncherAmmo = "1000";
|
||||
};
|
||||
|
||||
16
Templates/Modules/AI_Guard/Datablocks/aiPlayerMarker.cs
Normal file
16
Templates/Modules/AI_Guard/Datablocks/aiPlayerMarker.cs
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
//The AIPlayer marker is placed in the map during edit mode. When the map is loaded the
|
||||
//marker is replaced by a guard player. (Assuming that the $AI_GUARD_ENABLED variable is set
|
||||
//to true.) The marker is hidden or not depending on the value set in $AI_GUARD_MARKER_HIDE.
|
||||
//The AIPlayer marker can use a dynamic variable - set during map creation - called 'respawn'
|
||||
//Creating and setting the 'respawn' variable will override the default value set in
|
||||
//$AI_GUARD_DEFAULTRESPAWN. This allows more freedom in determining which bots respawn and which do not.
|
||||
|
||||
datablock StaticShapeData(AIPlayerMarker)
|
||||
{
|
||||
// Mission editor category, this datablock will show up in the
|
||||
// specified category under the "shapes" root category.
|
||||
category = "AIMarker";
|
||||
|
||||
// Basic Item properties
|
||||
shapeFile = "data/Soldier/Shapes/soldier_Rigged.DAE";//"art/shapes/actors/Soldier/soldier_rigged.DAE";
|
||||
};
|
||||
Loading…
Add table
Add a link
Reference in a new issue