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User talk:Loser: Difference between revisions

answers for Iritscen
(maaaaaaaaaaaany questions :^>)
(answers for Iritscen)
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:Next-to-last, did you have to simplify the melee? What would happen if you didn't? They wouldn't jump enough and therefore would not take advantage of the ability to hop over crates?
:Next-to-last, did you have to simplify the melee? What would happen if you didn't? They wouldn't jump enough and therefore would not take advantage of the ability to hop over crates?
:Finally: "'''When jetpack timer was decreased AI2 started to jump more and more that it lands correctly so it can hurt enemy with airborne attack.'''" Holy. Crap. Are you saying that this is the reason why the AI sometimes hop when approaching you, as if they want to jump-kick but are too far away? --[[User:Iritscen|Iritscen]] 15:55, 21 September 2008 (CEST)
:Finally: "'''When jetpack timer was decreased AI2 started to jump more and more that it lands correctly so it can hurt enemy with airborne attack.'''" Holy. Crap. Are you saying that this is the reason why the AI sometimes hop when approaching you, as if they want to jump-kick but are too far away? --[[User:Iritscen|Iritscen]] 15:55, 21 September 2008 (CEST)
On modifying the tiles' types, are you saying that you made that ledge that is the floor on which
the datapad lies able to be jumped off by AI? If so, does the AI know that a fall to the ground
will injure them, but a jump to the
crate below is okay, or is there no distinction?
Well, my knowledge is from [[AKVA]] (big thanks go to geyser) and from the fact i study Oni AI2 system quite a lot:
:*That floor where datapad lies has BNV 54.
:*BNVs are connected by [[AKBA]] arrays which contain [[AKAA]] ranges. These files (AKAA) bear info about where AI2 can transit from one BNV into another. WE players usually take it as normal that when there is a pit, we don't run there, but for AI2 it has to be marked where it can transit into another BNV and where not, otherwise it would try to transit right through pits, walls etc... to create the shortest route.
:*So when you change it, then AI2s will try to pathfind even through areas they avoided before. That is how I made it, I made it able to transit from BNV 54 to BNV 50.
:*AI2 don't distinguish between "dangerous" and "safe" transition. Transition = it can go. I wrote they were "dumb" ^_^. They ran for me, and because I was in BNV 50 and those crates are surrounded by colored tiles (which AI2 tends to avoid), it avoided crates and fell one storey down and got hurt ^_^. No problem.
Also, when you modified the max run-in distance, is that because the AI thought that Konoko would
be far away because it was calculating distance along the floor? Even though it was shortcutting
that distance by jumping over a crate, you're saying that it looked at the route along the floor
to judge distance? And I imagine this change would lead to the AI constantly using the jump-punch
even when Konoko was far away, yes?
I think AI2 calculates distance from straight line between charactes. "ai2_showlinetochar=1". Something like that.
That max in run distance was a bit joke. It was exaggerated, as AI2 still runs into distance where it computes it "can" reach. Then it actually jumps. In MELE, those ranges are just to sort techniques. What can be performed in what distance. But then, after it gains permission, AI2 moves character so extent of attack (or throw distance) is correct in order to perform it.
And it used Jump punch only when it had chance to reach me with jump (at least it thought so, as jetpack timer bug extended it a bit so it usually missed me as Mukade has quite a big jetpack time (14 frames)).
Next-to-last, did you have to simplify the melee? What would happen if you didn't?
They wouldn't jump enough and therefore would not take advantage of the ability to hop over crates?
Something like that. As I said, this is interesting demo, but that is all. It can be seen that Bungie tend to implement such a feature, but then time/money/Take2/M$ resulted in this unfinished piece of logic, where AI2 can only recognize that orange line is near and try to use some jump moves (and don't use moves with too large extent).
Are you saying that this is the reason why the AI sometimes hop when approaching you,
as if they want to jump-kick but are too far away?
Yes. I think this is the cause. AI2 counts in jetpack timer and jetpack acceleration, but in fact it can't do jetpack jump and does basic tap instead. Probably bug, change something in exe and it will work (like projectile awareness).
P.S.: My university studies are starting now (22nd), will you somebody help me with Maths if I need it? I am not asking for cheating, only if I ecounter some problem I don't fully understand. Pretty please ^_^.
--[[User:Loser|Loser]] 18:49, 21 September 2008 (CEST)
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