You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
- Changed buzzer to sense marines using a sphere instead of using player's camera frustum. This allows to wake up buzzers that for some reason flew above player's camera frustum. Before this change many buzzers could get into infinite sleep while being relatively close to marines.
- Increased the range buzzer can detect marines and wake up to 1024 units. Before this buzzers would easily loose marines out of their sight and get into forever sleep state.
- Improved the "Spread then hibernate" order (although it still works not perfectly). Now buzzers instead of instantly sleeping move to some random position nearby the spawner and wait for player to see them.
- Improved "Move to Nearest Marine" order. Now buzzer similary to other aliens updates nearest marine position periodically and moves to that position. Before this change buzzer would move to a position where marine was when the order would issued, and if marine was not in that position buzzer would enter sleep state.
- Improved other orders: "Move to", "Move to Ignoring Marines". "Move to Ignoring Marines" still needs work as buzzers after arival do not retarget to marines (they still ignore them).
Moved code of functions MarineCanSee() and MarineNearby() into asw_inhabitable_npc to reduce code duplication.
" TASK_SET_FAIL_SCHEDULE SCHEDULE:SCHED_ASW_BUZZER_SWARM_FAILURE"// this allows to clear orders and go to Sleep() if we cannot find route
3416
-
" TASK_ASW_BUZZER_BUILD_PATH_TO_ORDER 1"// setting 1 here sets flTaskData and prevents buzzer from wandering under the map from one skybox wall to another
3417
-
"TASK_WALK_PATH9999"
3404
+
" TASK_ASW_BUZZER_BUILD_PATH_TO_ORDER 0"// setting 1 here sets flTaskData and prevents buzzer from wandering under the map from one skybox wall to another
3405
+
"TASK_RUN_PATH 0"
3418
3406
" TASK_WAIT_FOR_MOVEMENT 0"// 0 is spread if fail to build path
3419
-
" TASK_WAIT_PVS 0"
3420
-
""
3407
+
""
3421
3408
" Interrupts"
3422
3409
" COND_NEW_ENEMY"
3423
3410
" COND_SEE_ENEMY"// in deference to scripted schedule where the enemy was slammed, thus no COND_NEW_ENEMY
0 commit comments