AzaezelX
71b8046bb1
shift mode stop and stuck below modeslowing so we can just do basic math filtering
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fix a few bits of eroneous sidestepping attempts by flying and wheeled vehicles.
more work on flyingvehicle resolvepitch and resolvespeed
2025-04-22 00:34:32 -05:00
AzaezelX
584093f48d
aiInfo getPosition now optionally takes a doCastray bool (off by default)
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AIFlyingVehicleControllerData add flightfloor and cieling
resolvepitch from (portions of) the old aiflyingvehicle resource
no reversing for flyingvehicles, so bottom out resolvespeed at 0
2025-04-21 19:13:31 -05:00
AzaezelX
6200a6f1fb
add a calibrateable mHeightTolerance
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for players this defaults to 0.001, for wheeledvehicles, 2.0, and for flyingvehicles, 200
fix naveditor cript not looking up the object.datablock.aicontrollerdata
fix AIWheeledVehicleControllerData not binding the relevant ::resolvespeed
also the relevant ::resolvespeed now lowers the throttle post-turning
add AIFlyingVehicleControllerData
2025-04-21 14:58:11 -05:00
AzaezelX
fdb64b15a8
stop spamming the console with callack status
2025-04-20 21:41:04 -05:00
AzaezelX
32d95d3b8b
put AIPlayer support back, and it as the default class to spawn
2025-04-20 15:29:26 -05:00
AzaezelX
185acd23e0
stop controllobjects from fighting
2025-04-19 14:35:18 -05:00
AzaezelX
b864908efd
clean up a few stray bits
2025-04-19 07:10:18 -05:00
AzaezelX
a609917cee
put the flocking protocol ion the repath command itself with a high weight so it prioritizes avoidance vs straight following
2025-04-19 06:37:28 -05:00
AzaezelX
3210325f3f
elevated mAicontroller to shapebase
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aiwheeleedveiclecontrollerdata resolvespeed now only touches throttle
objects assigned aicontrollers now reflect that by thier objecttype
basic flocking
2025-04-19 04:25:36 -05:00
AzaezelX
d36cf31707
more safeties. simplified reverse steering calc
2025-04-18 18:27:39 -05:00
AzaezelX
712404c9b4
hook up Vehicle's getAIMove(Move*);
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list aiControllerData's in the datablock. though the command is still required to set the controler and look up the relevant db for game specific logic
2025-04-18 12:28:49 -05:00
AzaezelX
2d0bcbcf8d
behavioural change: feeding an AInfo an object with a 0 radius causes the class to fill in radius from that objects bounds box
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also, vehicle direct hooks
2025-04-18 11:36:27 -05:00
AzaezelX
78a26b0108
expose a getThrottle for vehicles. save some calcs in AIWheeledVehicleControllerData
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deletion cleanups
2025-04-18 11:00:13 -05:00
AzaezelX
2d5e8c1560
make steerstate for AIWheeledVehicleControllerData's self contained
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variable raylength for the rpath filter. same 0.001 for players to stop recalculating a path when jumping, but bump anything they're mounted to to a 2 unit check
bit of work towards parallel parking. or at least not ending up arcing back and forth infinitely in an arc
2025-04-17 23:31:30 -05:00
AzaezelX
1fad2c7372
AIWheeledVehicleControllerData wipwork
2025-04-17 20:01:36 -05:00
AzaezelX
32f9917ed2
aicontroller:
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in order to call derivatives of AIControllerData datablocks *without* requiring an accompanying AIController subclass as well, leverage the fastdelegate system for our resolver callbacks
additionally, don't try and repath in mid air
aigoal: initialize inange/infirinrange to false. use those to filter callbacks
2025-04-17 17:55:38 -05:00
AzaezelX
f84bf058c9
navigation: setPathdestination now takes a replace bool to preserve the goal
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also killed a few now extraneous clearfollow calls
2025-04-17 17:51:31 -05:00
AzaezelX
c72c3068f8
aiinfo subclass inheritance cleanups, and default constructor removals for safeties
2025-04-17 14:38:27 -05:00
AzaezelX
4f87ad4cf7
moar gaol tracking cleanups
2025-04-17 12:27:05 -05:00
AzaezelX
2956223a60
simplify setpathdestination loop
2025-04-17 11:39:06 -05:00
AzaezelX
83822f1148
fix eroneous defaults
2025-04-17 11:38:21 -05:00
AzaezelX
25b3a7c070
break wether we *should* be trying to move out of the resolver
2025-04-17 10:50:58 -05:00
AzaezelX
eaa6a62b0c
misc cleanups
2025-04-17 10:38:36 -05:00
AzaezelX
a10169accf
fix node following stopping early
2025-04-17 09:44:04 -05:00
AzaezelX
4fb92f02a3
completed list of roughly ported over scripthooks.
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todo: need to figure out why followobject is only hitting the first path node. likely amixup with goal handling
2025-04-17 01:27:08 -05:00
AzaezelX
e37ae27bc0
fix aim safeties to actually be safe, add an explicit clearAim script command
2025-04-16 17:58:30 -05:00
AzaezelX
14a03dfc6c
if you've stopped moving on purpose, you're not stuck
2025-04-16 17:40:53 -05:00
AzaezelX
f3ef698e89
getmovedestination, set/get speed, targetting script commands
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todo: need to see why getAIController().setAimLocation("10 10 0"); seems to get into an onreachdestination+stuck callback loop
2025-04-16 17:27:26 -05:00
AzaezelX
f00b8e1ae0
toEuler. n ot getforwardvector
2025-04-15 18:23:12 -05:00
AzaezelX
2fe36a571b
setaicontroller: use Ids
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get rid of duplicated mMoveDestination
2025-04-15 18:01:18 -05:00
AzaezelX
201b7bf695
aiController.setMoveDestination test
2025-04-15 17:00:36 -05:00
AzaezelX
19e73c0be2
expose the AIPlayerControllerData subtype to console
2025-04-15 15:34:58 -05:00
AzaezelX
8c663a19a5
generalized ai subsystem wipwork
2025-04-15 15:12:27 -05:00
Brian Roberts
75e23e85ea
Merge pull request #1440 from marauder2k9-torque/IntegerParsing
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Parse Property Templated function
2025-04-14 10:03:35 -05:00
marauder2k7
0ff636e9ca
Update mathTypes.cpp
2025-04-10 08:56:40 +01:00
marauder2k7
77a7847eed
Update mathTypes.cpp
2025-04-10 08:56:20 +01:00
marauder2k7
fae5ebb9e8
null termination was wiping buffer
2025-04-10 08:55:42 +01:00
marauder2k7
2e64d36382
Update mathTypes.cpp
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fix matrix types, should of been using columns not the rows
2025-04-10 08:13:10 +01:00
marauder2k7
ee4acc98fe
Update propertyParsing.h
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bahhh humbug
2025-04-09 16:29:03 +01:00
marauder2k7
cd7666bf2a
rename overloaded function so linux and mac stop bitching
2025-04-09 16:05:22 +01:00
marauder2k7
7c3fbfc9d8
add getter for console get types
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templated function for getting data from a field
2025-04-09 15:14:46 +01:00
AzaezelX
d0d2e1f343
handle relfecting the health of the controlled object
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players and vehicles can both be the controlobject, or you can control a vehicle *through* a player.
set the health bar/text controls to reflect that state
2025-04-08 18:30:06 -05:00
AzaezelX
b886cbb527
on balance we'll want to round instead of truncate
2025-04-08 16:09:54 -05:00
marauder2k7
f30ff6734e
Update mathTypes.cpp
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mathtypes.cpp ConsoleSetTypes now converted
2025-04-08 10:13:48 +01:00
marauder2k7
1cb2109d6e
Update mathTypes.cpp
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update matrix/ang types to use the new function
change all print's to warn's
2025-04-08 09:51:38 +01:00
marauder2k7
802f90bf69
init commit
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initial commit of templated ParseProperty function
TypePoint and TypeRect consoleSetTypes now use the new templated function
2025-04-08 08:16:09 +01:00
AzaezelX
2d974cebf5
add difFloatPi range validator
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player:
apply to player min/max angle
allow fallingspeedthreshold to go negative
splashdata:
velocity, hieght, acceleration and startradius can all be negative
wrap material animation range from -1 to 1
2025-04-03 16:52:49 -05:00
AzaezelX
0e78312e95
fix (?) rotation
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set the behaviour back to prior calcs, plus allow the desired scroll combo to work
2025-04-02 23:07:09 -05:00
Brian Roberts
f41cdaaa7e
Merge pull request #1430 from Azaezel/alpha41/GFXRedundancyCleanups
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clean up (some) shader variation redundancies
2025-04-02 16:21:57 -05:00
Brian Roberts
46a4cd71e2
Merge pull request #1433 from Azaezel/alpha41/dontBeATool
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encapsulate tool-only code for levelassets
2025-04-02 16:21:47 -05:00