Increased character visibility range (how far monsters can see characters from), enemies manually steer towards their target if their steering path is finished or unreachable, mantis tweaking
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@@ -9,7 +9,7 @@
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<ragdoll headposition="120" headangle="-90"
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waveamplitude="50.0" wavelength="2500"
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swimspeed="2.0" walkspeed="1.0"
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swimspeed="2.0" walkspeed="3.0"
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stepsize ="20.0,20.0"
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legtorque="10"
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footrotation ="180.0"
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@@ -48,7 +48,7 @@
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<!-- ""claw" -->
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<limb id = "6" width="15" height="63" mass = "4" flip="true" pullpos="0.0,30.0" refjoint="0">
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<sprite texture="Content/Characters/Mantis/mantis.png" sourcerect="228,1,28,76" depth="0.01" origin="0.5,0.5"/>
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<attack range="200" duration="0.5" damage="30" stun="0.1" bleedingdamage="5" structuredamage="50" torque="-20" damagetype="slash" targetforce="-50"/>
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<attack range="200" duration="0.5" damage="30" stun="0.1" bleedingdamage="5" structuredamage="50" torque="-20" damagetype="slash" force="10" targetforce="-30"/>
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<sound file ="Content/Sounds/stepMetal.ogg"/>
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</limb>
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@@ -89,6 +89,6 @@
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<ai attackhumans="500" attackrooms="50.0" attackweaker="50" attackstronger="-30"
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sight="0.5" hearing="1.0"
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attackcooldown="3.0"/>
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attackcooldown="1.0"/>
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</Character>
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@@ -251,6 +251,16 @@ namespace Barotrauma
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if (attackLimb != null)
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{
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steeringManager.SteeringSeek(attackSimPosition - (attackLimb.SimPosition - SimPosition));
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if (steeringManager is IndoorsSteeringManager)
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{
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var indoorsSteering = (IndoorsSteeringManager)steeringManager;
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if (indoorsSteering.CurrentPath!=null && (indoorsSteering.CurrentPath.Finished || indoorsSteering.CurrentPath.Unreachable))
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{
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steeringManager.SteeringManual(deltaTime, attackSimPosition - attackLimb.SimPosition);
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}
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}
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if (attackingLimb != null) UpdateLimbAttack(deltaTime, attackingLimb, attackSimPosition);
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}
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}
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@@ -1357,9 +1357,7 @@ namespace Barotrauma
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{
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if (aiTarget == null) return;
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aiTarget.SightRange = 0.0f;
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aiTarget.SightRange = Mass*10.0f + AnimController.Collider.LinearVelocity.Length()*500.0f;
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aiTarget.SightRange = Mass*100.0f + AnimController.Collider.LinearVelocity.Length()*500.0f;
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}
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public void ShowSpeechBubble(float duration, Color color)
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