- Enemies with the "attack when provoked" setting only start attacking humans and structures if the attacker is a non-AI character or has a HumanAIController.

- Characters that launch a turret get assigned as the user of the projectile (-> shooting watchers with a railgun makes them attack).
- Increased watchers' attack range.
This commit is contained in:
Joonas Rikkonen
2017-06-12 18:56:33 +03:00
parent c7d22ecb47
commit ed0a5f0f66
4 changed files with 13 additions and 7 deletions

View File

@@ -19,7 +19,7 @@
<!-- head -->
<limb id = "0" type="Head" width="350" height="320" steerforce="1.0" flip="true" armorsector="0.0,360.0" armorvalue="100.0">
<sprite texture="Content/Characters/Watcher/watcher.png" sourcerect="0,0,369,348" depth="0.02" origin ="0.5,0.6"/>
<attack range="150" duration="0.05" damage="200" stun="5" force="20" damagetype="blunt" targetforce="100"/>
<attack range="250" duration="0.05" damage="200" stun="5" force="20" damagetype="blunt" targetforce="100"/>
</limb>
<limb id = "1" radius="50" height="120" flip="true">

View File

@@ -360,13 +360,16 @@ namespace Barotrauma
updateTargetsTimer = Math.Min(updateTargetsTimer, 0.1f);
coolDownTimer *= 0.1f;
if (amount > 0.1f && attackWhenProvoked)
if (amount > 0.0f && attackWhenProvoked)
{
attackHumans = 100.0f;
attackRooms = 100.0f;
if (!(attacker is AICharacter) || (((AICharacter)attacker).AIController is HumanAIController))
{
attackHumans = 100.0f;
attackRooms = 100.0f;
}
}
if (attacker==null || attacker.AiTarget==null) return;
if (attacker == null || attacker.AiTarget == null) return;
AITargetMemory targetMemory = FindTargetMemory(attacker.AiTarget);
targetMemory.Priority += amount;
}

View File

@@ -60,6 +60,8 @@ namespace Barotrauma.Items.Components
{
if (character != null && !characterUsable) return false;
User = character;
Launch(new Vector2(
(float)Math.Cos(item.body.Rotation),
(float)Math.Sin(item.body.Rotation)) * launchImpulse * item.body.Mass);

View File

@@ -190,7 +190,7 @@ namespace Barotrauma.Items.Components
}
}
Launch(projectiles[0].Item);
Launch(projectiles[0].Item, character);
if (character != null)
{
@@ -200,7 +200,7 @@ namespace Barotrauma.Items.Components
return true;
}
private void Launch(Item projectile)
private void Launch(Item projectile, Character user = null)
{
reload = reloadTime;
@@ -217,6 +217,7 @@ namespace Barotrauma.Items.Components
if (projectileComponent != null)
{
projectileComponent.Use((float)Timing.Step);
projectileComponent.User = user;
}
if (projectile.Container != null) projectile.Container.RemoveContained(projectile);