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{{OBDtr| 0x11C | float |EBEBEB| 5C 11 23 3E | 0.159246 | targeting vector origin Y component? }} | {{OBDtr| 0x11C | float |EBEBEB| 5C 11 23 3E | 0.159246 | targeting vector origin Y component? }} | ||
{{OBDtr| 0x120 | float |EBEBEB| 39 C6 2A 3F | 0.667087 | targeting vector origin Z component? }} | {{OBDtr| 0x120 | float |EBEBEB| 39 C6 2A 3F | 0.667087 | targeting vector origin Z component? }} | ||
{{OBDtr| 0x124 | float |EBEBEB| 00 00 61 44 | 900.000000 | | {{OBDtr| 0x124 | float |EBEBEB| 00 00 61 44 | 900.000000 | prediction speed; it is some angle; if this angle is for example 90°, then AI, which is shooting this weapon, will try to copy target's movements eg. when target strafes left, armed AI stops shooting and runs left too; if you set it 270°, armed AI is performing opposite actions eg. when you run left, armed AI runs right; while running, AI stops shooting }} | ||
{{OBDtr| 0x128 | float |EBEBEB| 00 00 20 41 | 10.000000 | max. inaccurancy angle; sets max angle between weapon's aiming vector and target's position; when AI exceeds this angle (by recoil or target running away), AI stops shooting and aims weapon again straight to the target, then resume shooting }} | {{OBDtr| 0x128 | float |EBEBEB| 00 00 20 41 | 10.000000 | max. inaccurancy angle; sets max angle between weapon's aiming vector and target's position; when AI exceeds this angle (by recoil or target running away), AI stops shooting and aims weapon again straight to the target, then resume shooting }} | ||
{{OBDtr| 0x12C | float |EBEBEB| 00 00 20 40 | 2.500000 | | {{OBDtr| 0x12C | float |EBEBEB| 00 00 20 40 | 2.500000 | aim_radius; always the same; possible related to the inaccuracy angle above }} | ||
{{OBDtr| 0x130 | float |EBEBEB| 00 00 96 43 | 300.000000 | weapon sound sphere radius; when somebody shoots, weapon creates this range; AIs which are inside this range notice there was a shot + they know WHO is the shooter and WHERE he stands (threat strong), can be seen with *ai2_showsounds<nowiki>=</nowiki>1* (but you have to be in a large open area, since those ranges are quite big) }} | {{OBDtr| 0x130 | float |EBEBEB| 00 00 96 43 | 300.000000 | weapon sound sphere radius; when somebody shoots, weapon creates this range; AIs which are inside this range notice there was a shot + they know WHO is the shooter and WHERE he stands (threat strong), can be seen with *ai2_showsounds<nowiki>=</nowiki>1* (but you have to be in a large open area, since those ranges are quite big) }} | ||
{{OBDtr| 0x134 | float |EBEBEB| 00 00 40 41 | 12.000000 | minimal shooting distance; when AI is closer then min.shot.dist., it will stop shooting and attempt to go away from the target until it again reaches higher distance then min.shot.dist. is; you can see its effect when AI is operating SBG and you get too close }} | {{OBDtr| 0x134 | float |EBEBEB| 00 00 40 41 | 12.000000 | minimal shooting distance; when AI is closer then min.shot.dist., it will stop shooting and attempt to go away from the target until it again reaches higher distance then min.shot.dist. is; you can see its effect when AI is operating SBG and you get too close }} | ||
{{OBDtr| 0x138 | float |EBEBEB| 00 00 61 44 | 900.000000 | maximal shooting distance; when AI is further then max.shot.dist., it isn't shooting but running towards target until it reaches max.shot.dist. limit; then AI opens fire; you can see its effect when AI is far away and has w2_sap }} | {{OBDtr| 0x138 | float |EBEBEB| 00 00 61 44 | 900.000000 | maximal shooting distance; when AI is further then max.shot.dist., it isn't shooting but running towards target until it reaches max.shot.dist. limit; then AI opens fire; you can see its effect when AI is far away and has w2_sap }} | ||
{{OBDtr| 0x13C | int16 |8C8CCC| 05 00 | 5 | | {{OBDtr| 0x13C | int16 |8C8CCC| 05 00 | 5 | maximum startle misses; probably the maximum number of shots an ai can miss when suprised before he starts aiming }} | ||
{{OBDtr| 0x13E | int16 |8C8CCC| 01 00 | 1 | skill index (in the [[ONCC]] shooting skill table) }} | {{OBDtr| 0x13E | int16 |8C8CCC| 01 00 | 1 | skill index (in the [[ONCC]] shooting skill table) }} | ||
{{OBDtr| 0x140 | int32 |8C8CCC| 00 00 00 00 | 0 | fight timer, 240 for w4_psm, 200 for v6_vdg }} | {{OBDtr| 0x140 | int32 |8C8CCC| 00 00 00 00 | 0 | fight timer, 240 for w4_psm, 200 for v6_vdg }} |
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