in0finite
|
a729fa7692
|
add 'attackingPlayer' to DamageInfo
|
2021-02-19 22:08:37 +01:00 |
|
in0finite
|
d6d5d660cf
|
wip on ragdoll
|
2021-01-04 01:28:58 +01:00 |
|
in0finite
|
e825ecb6d4
|
projectile should be visible on clients
|
2020-12-26 23:01:32 +01:00 |
|
in0finite
|
d32688155c
|
remove commented code
|
2020-12-21 20:55:30 +01:00 |
|
in0finite
|
4acfe0e401
|
play projectile sound
|
2020-12-21 03:01:20 +01:00 |
|
in0finite
|
1ca4b2d0ad
|
ignore collision between shooter ped and projectile
|
2020-12-21 02:10:17 +01:00 |
|
in0finite
|
ec89abedd8
|
attach rocket model
|
2020-12-21 01:50:31 +01:00 |
|
in0finite
|
536c275a5e
|
display rocket crosshair
|
2020-12-21 01:00:05 +01:00 |
|
in0finite
|
9ee8f0dfac
|
implement reloading time - all weapons have it set to 0, except rockets
|
2020-12-20 22:27:29 +01:00 |
|
in0finite
|
86e1187b5c
|
implement base projectile system
|
2020-12-20 21:51:59 +01:00 |
|
in0finite
|
115821f2da
|
add hit point and hit normal to DamageInfo class
|
2020-07-01 18:52:35 +02:00 |
|
in0finite
|
d37d601082
|
peds can not damage other peds in the same vehicle
|
2020-06-03 02:12:40 +02:00 |
|
in0finite
|
71d18bbe6d
|
change way of specifying which object should be ignored when raycasting - peds can not damage other peds in the same vehicle
|
2020-06-01 14:58:51 +02:00 |
|
in0finite
|
e9ef2f709d
|
better specify which object should be ignored when raycasting
|
2020-05-31 19:09:58 +02:00 |
|
in0finite
|
199a008b12
|
correctly identify Transform that was hit by a bullet - this fixes a bug when ped could not be damaged while in vehicle
|
2020-05-31 19:09:58 +02:00 |
|
in0finite
|
2fec510ce3
|
display inflicted damage as on-screen message
|
2020-05-31 19:09:58 +02:00 |
|
in0finite
|
f2c9e5ff75
|
inflict damage based on part of body that was hit
|
2020-05-31 19:09:57 +02:00 |
|
in0finite
|
b203a0b667
|
weapon's projectile raycasts are made against ped bones
|
2020-05-31 19:09:57 +02:00 |
|
in0finite
|
9db8019d9a
|
extract GetFirePosition() and GetFireDirection() into IAimState interface/classes - states now control fire position and direction ; drive-by aiming now works for AWA weapons (they no longer aim up in the sky) ;
|
2020-05-31 19:09:53 +02:00 |
|
in0finite
|
d0badd78cf
|
don't clear raycast buffer - I think that there is no need for that
|
2020-05-31 19:09:53 +02:00 |
|
in0finite
|
c5aa931715
|
use larger buffer for storing raycasts - this is needed because vehicle is consisted of many colliders which can be on a path of a ray
|
2020-05-31 19:09:53 +02:00 |
|
in0finite
|
5ede80b85e
|
check also if ignored object is parent of hit object
|
2020-05-31 19:09:53 +02:00 |
|
in0finite
|
a7ad315260
|
when drawing line from gun, use the last used WeaponAttackParams - this will properly visualize aim direction when in drive-by state
|
2020-05-31 19:09:53 +02:00 |
|
in0finite
|
6e3cf54a02
|
trying to ignore object when raycasting
|
2020-05-31 19:09:53 +02:00 |
|
in0finite
|
0c620cc228
|
refactor firing system to use additional parameters - this will make it possible to ignore current vehicle when firing in drive-by state
|
2020-05-31 19:09:53 +02:00 |
|
in0finite
|
bc05cb0b4c
|
manually update aim anim ; don't play anim while firing, but pause it ; stop firing when weapon is ready to fire, not when anim reaches certain time ;
|
2020-05-31 19:09:53 +02:00 |
|
in0finite
|
2d46334c54
|
update audio library
|
2020-05-31 19:09:48 +02:00 |
|
in0finite
|
257645ba7f
|
cache weapon audio clips
|
2020-05-31 19:09:46 +02:00 |
|
in0finite
|
7f6ca3f4aa
|
fix possible NRE
|
2020-05-31 19:09:45 +02:00 |
|
in0finite
|
3ff374aefa
|
weapon can't damage owner ped
|
2020-05-31 19:09:45 +02:00 |
|
in0finite
|
0db8b63c1a
|
draw line from weapon only if that is the current weapon
|
2020-05-31 19:09:45 +02:00 |
|
in0finite
|
a1601341e6
|
fixing fire direction on clients
|
2020-05-31 19:09:45 +02:00 |
|
in0finite
|
e835786257
|
fix NRE in EnableOrDisableGunFlash()
|
2020-05-31 19:09:44 +02:00 |
|
in0finite
|
df12bf2b65
|
create weapon from prefab
|
2020-05-31 19:09:44 +02:00 |
|
in0finite
|
8eaf0c956d
|
ped owner syncvar is assigned before spawning weapon
|
2020-05-31 19:09:43 +02:00 |
|
in0finite
|
99ee94229b
|
rename method
|
2020-05-31 19:09:43 +02:00 |
|
in0finite
|
0979fec9de
|
add weapon to ped when it is created on client
|
2020-05-31 19:09:43 +02:00 |
|
in0finite
|
22e2c64682
|
...
|
2020-05-31 19:09:43 +02:00 |
|
in0finite
|
968f51bab4
|
add stats about current weapon
|
2020-05-31 19:09:43 +02:00 |
|
in0finite
|
9f5679de5f
|
rename method
|
2020-05-31 19:09:43 +02:00 |
|
in0finite
|
199dc0c442
|
assign gun flash on client
|
2020-05-31 19:09:43 +02:00 |
|
in0finite
|
af2f573a7a
|
remove commented code
|
2020-05-31 19:09:43 +02:00 |
|
in0finite
|
989793e4ca
|
ped owner is partially synced
|
2020-05-31 19:09:43 +02:00 |
|
in0finite
|
2b8bfdb6e2
|
ammo is synced
|
2020-05-31 19:09:43 +02:00 |
|
in0finite
|
8075e21449
|
weapon creation done ?
|
2020-05-31 19:09:43 +02:00 |
|
in0finite
|
10da16dced
|
Remove spamming logs
|
2020-05-31 19:09:38 +02:00 |
|
in0finite
|
656ad48124
|
Rename var
|
2020-05-31 19:09:38 +02:00 |
|
in0finite
|
a5b8e5c51c
|
Working on ped networking 2
|
2020-05-31 19:09:37 +02:00 |
|
in0finite
|
039ae76a14
|
Initial commit
|
2020-05-31 19:07:22 +02:00 |
|