Thu, 09 May 2013 23:21:06 -0400 |
nemo |
I was using this to test firepunching likely duds, but most of the time that would probably just make him bazooka them
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Thu, 09 May 2013 23:11:56 -0400 |
nemo |
Adjust barrel damage so AI can actually bat to explode them. Fix state flag check. Remove unneeded dmgMod var. Cancel dX for low dX barrel tracing.
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Thu, 09 May 2013 18:19:17 -0400 |
nemo |
oops
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Thu, 09 May 2013 09:02:06 -0400 |
nemo |
*sigh* freakin "with"
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Tue, 07 May 2013 15:43:34 -0400 |
nemo |
remove redundant abs, and some incorrect 1+ to damage
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Tue, 07 May 2013 15:34:36 -0400 |
nemo |
☹
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Tue, 07 May 2013 14:59:30 -0400 |
nemo |
Apply radius consistently. Still doesn't explain AI fail I think, although I can't run it right now.
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Sun, 05 May 2013 22:50:17 -0400 |
nemo |
So. This at least should make the math more accurate, even if it still doesn't appear to resolve prob w/ AI attacks
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Sat, 04 May 2013 21:58:42 -0400 |
nemo |
*sigh*
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Sat, 04 May 2013 21:56:04 -0400 |
nemo |
oops
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Sat, 04 May 2013 14:46:29 -0400 |
nemo |
simplify mine/explosive damage calc. clear dX in stable explosives. remove 0/4096 in trace routines.
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Sat, 04 May 2013 13:58:18 -0400 |
nemo |
explosive/mine damage for shove fall. AI still seems to refuse to bat dud mines :(
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Sat, 04 May 2013 08:16:50 -0400 |
nemo |
Also have AI consider mines that will almost certainly be duds by the time he gets to them. I'm mostly using it to test AI behaviour w/ firepunch/whip/bat on a mine-heavy map.
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Fri, 03 May 2013 23:46:15 -0400 |
nemo |
oops
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Fri, 03 May 2013 22:18:23 -0400 |
nemo |
try to guess at barrel state. prob should flag it..
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