* Implement maelstrom fog for alpha FV
add OnOffCollisionPhantom call to cppscripts
Add physics shape for gas blocking volume
* Add Ninja Sensie Script for alpha FV
and migration
* Fix private var casing
* And ninja wild scripts
they keep making me add more things
* address feedback
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Co-authored-by: Gie "Max" Vanommeslaeghe <gievanom@hotmail.com>
* Implement Precompiled Headers
* First volume of optimizations
* Scripts A-B
Gonna be doing this in alphabetical order now.
* C Scripts and remove unneeded includes from base cppscripts header
Remove the MissionComponent and Loot includes from all base scripts and place their needed includes in the respective scripts.
* D scripts
* F scripts
* F scripts 2
Finish up removing extraneous includes from scripts that start with the letter F
* G scripts
Removing extraneous includes from scripts that start with the letter G
* I scripts
Removing extraneous includes from scripts that start with the letter I
* M-Z scripts
Removing extraneous includes from scripts that start with the letter M-Z
* Revert "Implement Precompiled Headers"
This reverts commit d79d8d4991.
* Revert "Revert "Implement Precompiled Headers""
This reverts commit 0597faf308.
* Add back in PCH
Add back in PCH
* Fix CMake
Whitespace
Remove duplicate file glob
Remove newline
Implemented a script for the crux prime dragons to spawn the Golem Quick Build that insta kills the Entity if the player hits the dragon after the golem is built. Tested on Local Ubuntu instance against 1 Crux Prime Maelstrom Dragon and 1 Butterscorch and had no issues building the quick build or with the enemy not smashing. Enemies also correctly reset to their default behavior after the stun period has expired.
- Added debug logging
- Created vLog, a root function for all log functions
- Placed failed to load script log under this new LogDebug function
- Updated included config functions
Adds the ability for the buccaneer valiant to spawn a ship that rams
enemies and smashes them. Next to a script that triggers the ship skill
a few other changes had to be made:
- Force movement behavior server side calculation and sync
- The ship has no physics volume so the FindValidTargets for behaviors
had to be altered to allow ControllablePhysics entities to find entities
within their area. The "target_self" AOE flag has been used to replicate
the old behavior.