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OBD:ONCC: Difference between revisions

147 bytes removed ,  10 October 2010
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{{OBDtr| 0x130 | int16    |64AAAA| 06 00      | 6          | minimal fallen time; number of frames for which AI remains in *fallen* position when it is knockdowned }}
{{OBDtr| 0x130 | int16    |64AAAA| 06 00      | 6          | minimal fallen time; number of frames for which AI remains in *fallen* position when it is knockdowned }}
{{OBDtr| 0x132 | int16    |64AAAA| 18 00      | 24          | maximal fallen time; number of frames for which AI remains in *fallen* position when it is knockdowned }}
{{OBDtr| 0x132 | int16    |64AAAA| 18 00      | 24          | maximal fallen time; number of frames for which AI remains in *fallen* position when it is knockdowned }}
{{OBDtr| 0x134 | int16   |EBEBEB| 0F 00       | 15          | minimal realize firingspread time; (???number of frames???time in miliseconds???) after which AI realizes that it is in the firing spread (and it starts dodging) }}
{{OBDtr| 0x134 | uint32   |EBEBEB| 0F 00 00 00 | 15          | minimal realize firingspread time; (???number of frames???time in miliseconds???) after which AI realizes that it is in the firing spread (and it starts dodging) }}
{{OBDtr| 0x136 | int16   |EBEBEB| 00 00       | 0          | maximal realize firingspread time; (???number of frames???time in miliseconds???) }}
{{OBDtr| 0x138 | float   |8C8CCC| 00 00 80 3F | 1.000000    | minimal firingspread dodge amount; IMO similar to maneouvre variable, it tells AI how long it should perform dodging/hiding in response to some time spent inside firing spread (so setting this very high means that once enemy starts dodging/hiding, he will perform it even after firing spread disappears) }}
{{OBDtr| 0x13C | float    |8C8CCC| 00 00 80 3F | 1.000000    | maximal firingspread dodge amount; IMO similar to maneouvre variable }}
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{{Table}}
{{Table}}
{{OBDth}}
{{OBDth}}
{{OBDtr| 0x138 | float    |8C8CCC| 00 00 80 3F | 1.000000    | minimal firingspread dodge amount; IMO similar to maneouvre variable, it tells AI how long it should perform dodging/hiding in response to some time spent inside firing spread (so setting this very high means that once enemy starts dodging/hiding, he will perform it even after firing spread disappears) }}
{{OBDtr| 0x13C | float    |8C8CCC| 00 00 80 3F | 1.000000    | maximal firingspread dodge amount; IMO similar to maneouvre variable }}
{{OBDtr| 0x140 | float    |8C8CCC| 00 00 00 3F | 0.500000    | unknown; something with AI targeting prediction; always the same for TURR and ONCC  }}
{{OBDtr| 0x140 | float    |8C8CCC| 00 00 00 3F | 0.500000    | unknown; something with AI targeting prediction; always the same for TURR and ONCC  }}
{{OBDtr| 0x144 | float    |8C8CCC| 00 00 C8 41 | 25.000000  | unknown; something with AI targeting prediction; always the same for TURR and ONCC  }}
{{OBDtr| 0x144 | float    |8C8CCC| 00 00 C8 41 | 25.000000  | unknown; something with AI targeting prediction; always the same for TURR and ONCC  }}
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