CMBT "sorta improvement" project - discussion
First of all, I plan to release whole CJBOcombat (object), not just parts. That way, it would be piece of cake for end user to import it via OUP.
Original combat profiles are:
Name |
ID |
Behavior part |
Combat part |
Non-combatant part |
Alarm behavior
|
|
|
long range |
medium range |
short range |
medium retreat |
long retreat
|
long/medium range |
medium/short range |
pursuit range |
melee override |
if no gun
|
panic hurt |
panic gunfire |
panic melee |
panic sight
|
search distance |
enemy ignore distance |
enemy attack distance |
damage treshold |
fight timer
|
Stand_and_Fire
|
0 |
hold and fire
|
120 |
40 |
200 |
if punched |
melee
|
600 |
900 |
600 |
1200
|
300 |
80 |
0 |
30 |
300
|
Sniper
|
0xCF=207 |
hold and fire
|
200 |
20 |
10 |
no |
melee
|
600 |
900 |
600 |
1200
|
300 |
80 |
0 |
30 |
300
|
Take_my_Big_Black_Stuff
|
3 |
stare
|
200 |
40 |
200 |
no |
melee
|
600 |
900 |
600 |
1200
|
300 |
80 |
0 |
30 |
300
|
Assault
|
4 |
firing charge |
hold and fire |
firing charge |
hold and fire
|
200 |
40 |
200 |
no |
melee
|
600 |
900 |
600 |
1200
|
300 |
80 |
0 |
30 |
300
|
Shoot_And_Fight
|
2 |
firing charge |
hold and fire |
firing charge
|
200 |
40 |
400 |
if punched |
melee
|
600 |
900 |
600 |
1200
|
1000 |
80 |
0 |
30 |
300
|
Murder
|
1 |
hold and fire
|
50 |
20 |
20 |
if punched |
melee
|
600 |
900 |
600 |
1200
|
300 |
80 |
0 |
30 |
300
|
Civilian
|
5 |
stare
|
200 |
100 |
200 |
no |
retreat
|
600 |
900 |
600 |
1200
|
300 |
80 |
0 |
30 |
300
|
Pursuit
|
6 |
firing charge |
hold and fire |
firing charge
|
200 |
40 |
0 |
if punched |
melee
|
600 |
900 |
600 |
1200
|
300 |
80 |
0 |
30 |
300
|
Name
|
Stand_and_Fire
|
profile ID
|
0 ( 00 )
|
behavior part
|
|
long range
|
hold and fire
|
medium range
|
hold and fire
|
short range
|
hold and fire
|
medium retreat
|
hold and fire
|
long retreat
|
hold and fire
|
combat part
|
|
long/medium range
|
120
|
medium/short range
|
40
|
pursuit range
|
200
|
melee override
|
if punched
|
if no gun
|
melee
|
non-combatant part
|
|
panic hurt
|
600
|
panic gunfire
|
900
|
panic melee
|
600
|
panic sight
|
1200
|
alarm behavior
|
|
search distance
|
300
|
enemy ignore distance
|
80
|
enemy attack distance
|
0
|
damage treshold
|
30
|
fight timer
|
300
|
|
Name
|
Sniper
|
profile ID
|
207 ( cf )
|
behavior part
|
|
long range
|
hold and fire
|
medium range
|
hold and fire
|
short range
|
hold and fire
|
medium retreat
|
hold and fire
|
long retreat
|
hold and fire
|
combat part
|
|
long/medium range
|
200
|
medium/short range
|
20
|
pursuit range
|
10
|
melee override
|
no
|
if no gun
|
melee
|
non-combatant part
|
|
panic hurt
|
600
|
panic gunfire
|
900
|
panic melee
|
600
|
panic sight
|
1200
|
alarm behavior
|
|
search distance
|
300
|
enemy ignore distance
|
80
|
enemy attack distance
|
0
|
damage treshold
|
30
|
fight timer
|
300
|
|
Name
|
Take_my_Big_Black_Stuff
|
profile ID
|
3 ( 03 )
|
behavior part
|
|
long range
|
stare
|
medium range
|
stare
|
short range
|
stare
|
medium retreat
|
stare
|
long retreat
|
stare
|
combat part
|
|
long/medium range
|
200
|
medium/short range
|
40
|
pursuit range
|
200
|
melee override
|
no
|
if no gun
|
melee
|
non-combatant part
|
|
panic hurt
|
600
|
panic gunfire
|
900
|
panic melee
|
600
|
panic sight
|
1200
|
alarm behavior
|
|
search distance
|
300
|
enemy ignore distance
|
80
|
enemy attack distance
|
0
|
damage treshold
|
30
|
fight timer
|
300
|
|
Name
|
Assault
|
profile ID
|
4 ( 04 )
|
behavior part
|
|
long range
|
firing charge
|
medium range
|
firing charge
|
short range
|
hold and fire
|
medium retreat
|
firing charge
|
long retreat
|
hold and fire
|
combat part
|
|
long/medium range
|
200
|
medium/short range
|
40
|
pursuit range
|
200
|
melee override
|
no
|
if no gun
|
melee
|
non-combatant part
|
|
panic hurt
|
600
|
panic gunfire
|
900
|
panic melee
|
600
|
panic sight
|
1200
|
alarm behavior
|
|
search distance
|
300
|
enemy ignore distance
|
80
|
enemy attack distance
|
0
|
damage treshold
|
30
|
fight timer
|
300
|
|
Name
|
Shoot_and_Fight
|
profile ID
|
2 ( 02 )
|
behavior part
|
|
long range
|
firing charge
|
medium range
|
hold and fire
|
short range
|
hold and fire
|
medium retreat
|
hold and fire
|
long retreat
|
firing charge
|
combat part
|
|
long/medium range
|
200
|
medium/short range
|
40
|
pursuit range
|
400
|
melee override
|
if punched
|
if no gun
|
melee
|
non-combatant part
|
|
panic hurt
|
600
|
panic gunfire
|
900
|
panic melee
|
600
|
panic sight
|
1200
|
alarm behavior
|
|
search distance
|
1000
|
enemy ignore distance
|
80
|
enemy attack distance
|
0
|
damage treshold
|
30
|
fight timer
|
300
|
|
Name
|
Murder
|
profile ID
|
1 ( 01 )
|
behavior part
|
|
long range
|
hold and fire
|
medium range
|
hold and fire
|
short range
|
hold and fire
|
medium retreat
|
hold and fire
|
long retreat
|
hold and fire
|
combat part
|
|
long/medium range
|
50
|
medium/short range
|
20
|
pursuit range
|
20
|
melee override
|
if punched
|
if no gun
|
melee
|
non-combatant part
|
|
panic hurt
|
600
|
panic gunfire
|
900
|
panic melee
|
600
|
panic sight
|
1200
|
alarm behavior
|
|
search distance
|
300
|
enemy ignore distance
|
80
|
enemy attack distance
|
0
|
damage treshold
|
30
|
fight timer
|
300
|
|
Name
|
Civilian
|
profile ID
|
5 ( 05 )
|
behavior part
|
|
long range
|
stare
|
medium range
|
stare
|
short range
|
stare
|
medium retreat
|
stare
|
long retreat
|
stare
|
combat part
|
|
long/medium range
|
200
|
medium/short range
|
100
|
pursuit range
|
200
|
melee override
|
no
|
if no gun
|
retreat
|
non-combatant part
|
|
panic hurt
|
600
|
panic gunfire
|
900
|
panic melee
|
600
|
panic sight
|
1200
|
alarm behavior
|
|
search distance
|
300
|
enemy ignore distance
|
80
|
enemy attack distance
|
0
|
damage treshold
|
30
|
fight timer
|
300
|
|
Name
|
Pursuit
|
profile ID
|
6 ( 06 )
|
behavior part
|
|
long range
|
firing charge
|
medium range
|
firing charge
|
short range
|
hold and fire
|
medium retreat
|
firing charge
|
long retreat
|
firing charge
|
combat part
|
|
long/medium range
|
200
|
medium/short range
|
40
|
pursuit range
|
0
|
melee override
|
if punched
|
if no gun
|
melee
|
non-combatant part
|
|
panic hurt
|
600
|
panic gunfire
|
900
|
panic melee
|
600
|
panic sight
|
1200
|
alarm behavior
|
|
search distance
|
300
|
enemy ignore distance
|
80
|
enemy attack distance
|
0
|
damage treshold
|
30
|
fight timer
|
300
|
|
- I have to go now. This is NOT completed.
- CMBT has 19 combat profiles altogether, these are just first eight.
- But feel free to suggest some changes if you think it will be better then.
- Loser 13:42, 25 July 2007 (CEST)
- Looking at your latest edits, you really did a great job, man...
- I wouldn't discuss the possibilities or plan the modding here.
- For that I recommend the Talk pages of the respective resources.
- geyser 18:59, 25 July 2007 (CEST)
- About CMBT and MELE - public releases would of course be single OBJC.
- But for "experts" you could release single chunks: easier to work with.
- Or you can put such wiki-tables on display: maybe it's even better...
- geyser 18:59, 25 July 2007 (CEST)
- As for weapons: feel free to release ONWC with firing-spreads ASAP.
- Whatever tweaking is needed in the ONCC, it can be added later.
- geyser 18:59, 25 July 2007 (CEST)
- As for Rugby and CTF: the parameters are "still very promising".
- Maybe there's enough for me to get started, but I'm not sure yet.
- Tackling is good, but for Rugby there'll have to be sliding, too.
- Note that sliding is not the only option: running kicks work too.
- geyser 18:59, 25 July 2007 (CEST)
- Generally, I would recommend to add new CMBT/MELE/etc to the OBJC.
- It's better to test and to compare: just change an ID in the CHAR.
- Then, when you're done, you can keep the many profiles in the OBJC
- (just flip the IDs between the old MELEE/CMBT and the improved one)
- geyser 18:59, 25 July 2007 (CEST)
- As for the unknown parts of the TRAM, they're almost known now.
- The "danger zone" is a rough test for incoming melee attacks.
- The "extent" part is an additional, much finer collision test.
- It's not actually a real-time collision - more like prediction.
- The AI know where the damage-dealing volume will be.
- Depending on how close it "would come", they dodge/block/etc.
- There's not much room for improvement there, but it's OK.
- geyser 18:59, 25 July 2007 (CEST)