[project1dev] Project1 - SVN Update 840

  • From: dhapache@xxxxxxxxxxxxxxxxxxx (Apache User)
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 12 Jul 2010 22:55:34 -0700 (PDT)

User:atrix256

Message: Forest toll update, these guys now walk towards the closest building, 
re-evaluating what the closest building is every 1 second.

They are getting smarter!

Also resolution settings in config.lua now work again (so you can run at 
different resolutions)

New script commands:

NavMesh_GetBuildingClosestToPoint - give an X,Y,Z point and it returns the 
nearest Tile and Building index that has a building built on it.
NavMesh_GetBuildingLocation - give a Tile and Building index and it will return 
the X,Y,Z coordinate of where that house should be (although the height isn't 
exact..might be a little too low or too high)
NavMesh_GetBuildingOffset - give a Building index and it will return the X,Y 
offset for that building index.  Add this to a tile's position to get the 
buildings absolute location.
NavMesh_SetBuildignBuilt - the game engine now needs to know what buildings are 
or are not built.  Use this function to keep the engine up to date.  Later on 
this will be used in pathing so enemies can path around buildings (:

<Files Changed>
U   ActRaiser/ARRelease.exe
U   ActRaiser/Scripts/Enemies/OverWorld/Troll.lua
U   ActRaiser/Scripts/GameOverworld/Hut1x1.lua
U   ActRaiser/Scripts/GameOverworld/Hut2x2.lua
U   ActRaiser/Scripts/GameOverworld/Town.lua
U   Code/ARRelease.exe
U   Code/AR_Editor.cpp
U   Code/AR_LuaFuncs.cpp
A   Code/Docs/Script Help/NavMesh_GetBuildingClosestToPoint.html
A   Code/Docs/Script Help/NavMesh_GetBuildingLocation.html
A   Code/Docs/Script Help/NavMesh_GetBuildingOffset.html
A   Code/Docs/Script Help/NavMesh_SetBuildingBuilt.html
U   Code/Docs/Script Help/toc.html
U   Code/Game.h
U   Code/NavMesh.cpp
U   Code/NavMesh.h
U   Code/NavMeshContext.cpp


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