19,584
edits
m (cat.d; some of these subproject pages may get moved to a "finished" category later, like AE ta-da, just wait for it) |
m (Mac OS X -> macOS) |
||
(12 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
{{fmbox | |||
| text = This page documents a couple AI awareness fixes in hex edit form, but these mods are now available in user-friendly ways. Installing the [[AE]] will give you the [[Daodan DLL]] in Windows or a newer build of Oni in macOS which will correct the engine's projectile awareness code, and the AE will fix the Mad Bomber particle as part of its core mods. | |||
}} | |||
A page to document fixes to the awareness system | A page to document fixes to the awareness system | ||
==Documentation== | ==Documentation== | ||
Particles spawned with Dodge and alert radii (one without the other won't work so well), gain danger spheres, which can be seen with "ai_showprojectiles = 1". While inside the red sphere (alert), nothing really happens, except that the AI is alerted. When it inside the blue sphere, the AI will attempt to escape outside of the sphere, if the sphere was configured properly. To see if everything is working properly, turn on "ai_showpaths = 1". There should be two blue lines that project out of all AIs who are on the sphere's border or inside the sphere, toward the sphere, no matter where the AI or the sphere goes. (GIF screenshot coming soon) | Particles spawned with Dodge and alert radii (one without the other won't work so well), gain danger spheres, which can be seen with "ai_showprojectiles = 1". While inside the red sphere (alert), nothing really happens, except that the AI is alerted. When it inside the blue sphere, the AI will attempt to escape outside of the sphere, if the sphere was configured properly. To see if everything is working properly, turn on "ai_showpaths = 1". There should be two blue lines that project out of all AIs who are on the sphere's border or inside the sphere, toward the sphere, no matter where the AI or the sphere goes. (GIF screenshot coming soon) | ||
Things that need to be done to avoid breaking AI danger awareness and dodging: | Things that need to be done to avoid breaking AI danger awareness and dodging: | ||
*Danger | *Danger sphere particles should not be attached to a character, wall, or anything else. | ||
*Danger | *Danger sphere particles should not rapidly move and change direction. | ||
*Danger | *Danger sphere particles must be moving (very slow moving works). | ||
*Danger | *Danger sphere particles must have a dodge radius. | ||
==Fixing the Engine== | ==Fixing the Engine== | ||
PC Version | |||
{| | {| | ||
Line 26: | Line 29: | ||
All but the last one should be in the latest EXE. | All but the last one should be in the latest EXE. | ||
Mac Version | |||
{| | |||
| | |||
{{table}} | |||
{{th}} | |||
!Offset!!Old hex!!New hex!!Description | |||
|-align=center | |||
|0x0001650C<BR>0x00016510<BR>0x00016514<BR>0x00016568<BR>0x0001656C<BR>0x00016574<BR>0x0001655C||D1 41 00 5C<br>D1 01 00 60<br>D1 21 00 64<br>C0 01 00 60<br>C1 A1 00 5C<br>C0 21 00 64<br>ED 6B||C0 01 00 74<br>C1 A1 00 78<br>C0 21 00 7C<br>7F 86 E3 78<br>7F 86 E3 78<br>7F 86 E3 78<br>EC 2B | |||
|align=left|projectile awareness fixed | |||
|} | |||
|} | |||
==Fixing AI Logic== | ==Fixing AI Logic== | ||
Line 82: | Line 98: | ||
Even if you have a fixed Engine and AI, characters will not avoid the Mad Bomber properly. While they may dodge, it will only be in one direction. This is because the sphere is completely static. Luckily for us, this is fixable. | Even if you have a fixed Engine and AI, characters will not avoid the Mad Bomber properly. While they may dodge, it will only be in one direction. This is because the sphere is completely static. Luckily for us, this is fixable. | ||
You need to export the particle named " | You need to export the particle named "BINA3RAPmad_p04" to an XML file (back it up before making any changes). | ||
Make sure the following lines are set properly: | Make sure the following lines are set properly: | ||
Line 90: | Line 106: | ||
<HasPositionOffset>false</HasPositionOffset> | <HasPositionOffset>false</HasPositionOffset> | ||
<HasAttachmentMatrix>false</HasAttachmentMatrix> | <HasAttachmentMatrix>false</HasAttachmentMatrix> | ||
<HasAttractor>true</HasAttractor> | |||
</Properties> | </Properties> | ||
Line 107: | Line 124: | ||
</Update> | </Update> | ||
</Events> | </Events> | ||
Finally, change the <Attractor> tags to read: | |||
<Attractor> | |||
<Target>Characters</Target> | |||
<Selector>Distance</Selector> | |||
<Class /> | |||
<MaxDistance>100</MaxDistance> | |||
<MaxAngle>60</MaxAngle> | |||
<AngleSelectMin>0</AngleSelectMin> | |||
<AngleSelectMax>360</AngleSelectMax> | |||
<AngleSelectWeight>3</AngleSelectWeight> | |||
</Attractor> | |||
Replace the old BINA3RAPmad_p04.oni with this one, recombine your level0, and enjoy your new and improved bomber. | Replace the old BINA3RAPmad_p04.oni with this one, recombine your level0, and enjoy your new and improved bomber. | ||
[[Category:AE | |||
[[Category:Obsolete AE mods]] |