OBD talk:BINA/OBJC/CMBT: Difference between revisions

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!Average_striker
!Average_striker
|0x11=17||firing charge||colspan=3|hold and fire||firing charge
|0x11=17||firing charge||colspan=3|hold and fire||firing charge
||35||135||100||short range||melee
||150||50||100||short range||melee
||0||0||0||0
||0||0||0||0
||500||75||50||30||180
||500||75||50||30||180
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:Actually, what happens if a CHAR has a MELE ID which looks for an ONCC that is not present?
:Actually, what happens if a CHAR has a MELE ID which looks for an ONCC that is not present?
::[[User:Geyser|geyser]] 00:20, 26 July 2007 (CEST)
::[[User:Geyser|geyser]] 00:20, 26 July 2007 (CEST)
:New CMBT profile added- Average_striker. It is designed for normal "come'n'go" Syndicate strikers , altough other classes can use it, too. And I will (probably tomorrow) write something about link between "CMBT melee override" and "ONWC minimal shooting distance". Now I don't have time + I have to check if I am correct or not.
--[[User:Loser|Loser]] 17:56, 28 July 2007 (CEST)
Just a note: I came across the message "pursuit mode 'Hunt' not yet implemented" in the Airport Level after the Sp2
EdT
{{OBD}}

Latest revision as of 16:06, 4 May 2022

CMBT "sorta improvement" project - discussion

Original 19 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
Group_battle 7 hold and fire 100 20 10 if punched retreat 600 900 600 1200 300 80 0 30 300
Watchman 8 hold and fire 200 40 0 if punched melee 600 900 600 1200 300 80 0 30 300
Barabbas_TCTF 9 Barabbas advance Barabbas shoot Barabbas melee Barabbas shoot Barabbas advance 170 30 0 short range melee 600 900 600 1200 300 80 0 30 300
COMGUY 0x0a=10 hold and fire 200 40 200 no run to alarm 600 900 600 1200 300 80 0 30 300
SuperNinja 0x0b=11 Superninja fireball Superninja advance Superninja melee Superninja advance Superninja fireball 90 40 0 no melee 600 900 600 1200 300 80 0 30 300
Griffin 0x0c=12 firing charge hold and fire firing charge 200 40 200 if punched retreat 600 900 600 1200 300 80 0 30 300
Alarm Guard 0x0e=14 firing charge hold and fire melee hold and fire firing charge 200 40 1000 no melee 600 900 600 1200 300 80 0 30 300
Mutant_Muro 0x0d=13 Muro thunderbolt Mutant Muro melee Muro thunderbolt 120 40 0 always melee melee 600 900 600 1200 300 80 0 30 300
Sniper For Joe 0xd0=208 hold and fire 400 50 10 if punched melee 600 900 600 1200 300 80 0 30 300
Non-Combatant 0x0f=15 none 200 40 200 short range melee 600 600 600 600 300 80 0 30 300
Griffin_Final 0x10=16 firing charge hold and fire firing charge 200 40 200 no melee 600 900 600 1200 300 80 0 30 300


New 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
Default 0 none 0 0 0 no melee 0 0 0 0 0 0 0 0 0
Average_striker 0x11=17 firing charge hold and fire firing charge 150 50 100 short range melee 0 0 0 0 500 75 50 30 180


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)
Finished table of original content, made new table for new content, suggested first new CMBT profile Default. I keep in mind what you have said (extend original instead of replacing), but this profile is IMO the must to replace Stand_and_Fire. Point is that char with it will just stand as a dummy, indicating to you that he has no CMBT profile or wrong value is inputed in CHAR.
Loser 21:15, 25 July 2007 (CEST)
I thought the original CHAR already used -1 for that...
geyser 00:20, 26 July 2007 (CEST)
TRAM stuff looks hot. Mwhehehe. BTW I have came across strange bug in lookup routines. When you fall from great height and you die, or if you are punched/kicked in mid-air, you should go not into knockdown anim (that is just a substitute) but to land_dead anim. But the whole this is messed up somehow, so engine keeps using knockdown anims.
Loser 21:15, 25 July 2007 (CEST)
As for lookups, we'll probably get extensive info from Neo Soon(TM)... basically a decompiled Totoro.
As for collision prediction, we haven't figured the extent part etc completely yet. It's a bit messy.
Anyway, I think improved MELE will be plenty enough. Prediction data is not meant for manual editing.
geyser 00:20, 26 July 2007 (CEST)
BTW, the reason why the MELE checks the ONCC for techniques is very probably the ONCC's TRAC.
When and if we make all the ONCC global, we will no longer need those duplicates for thugs...
Actually, what happens if a CHAR has a MELE ID which looks for an ONCC that is not present?
geyser 00:20, 26 July 2007 (CEST)
New CMBT profile added- Average_striker. It is designed for normal "come'n'go" Syndicate strikers , altough other classes can use it, too. And I will (probably tomorrow) write something about link between "CMBT melee override" and "ONWC minimal shooting distance". Now I don't have time + I have to check if I am correct or not.

--Loser 17:56, 28 July 2007 (CEST)

Just a note: I came across the message "pursuit mode 'Hunt' not yet implemented" in the Airport Level after the Sp2

EdT