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{{OBDtr| 0x104 | float |EBEBEB| 00 00 00 00 | 0.000000 | translation Y; always zero for original weapons }} | {{OBDtr| 0x104 | float |EBEBEB| 00 00 00 00 | 0.000000 | translation Y; always zero for original weapons }} | ||
{{OBDtr| 0x108 | float |EBEBEB| 00 00 00 00 | 0.000000 | translation Z; always zero for original weapons }} | {{OBDtr| 0x108 | float |EBEBEB| 00 00 00 00 | 0.000000 | translation Z; always zero for original weapons }} | ||
{{OBDtr| 0x10C | float |EBEBEB| 23 A6 7F 3F | 0.998629 | | {{OBDtr| 0x10C | float |EBEBEB| 23 A6 7F 3F | 0.998629 | targeting direction X component }} | ||
{{OBDtr| 0x110 | float |EBEBEB| AE 6C 56 BD | -0.052349 | | {{OBDtr| 0x110 | float |EBEBEB| AE 6C 56 BD | -0.052349 | targeting direction Y component }} | ||
{{OBDtr| 0x114 | float |EBEBEB| AF 8D A9 B7 | -0.000020 | | {{OBDtr| 0x114 | float |EBEBEB| AF 8D A9 B7 | -0.000020 | targeting direction Z component }} | ||
{{OBDtr| 0x118 | float |EBEBEB| DC FE 08 3C | 0.008362 | targeting vector origin X component | {{OBDtr| 0x118 | float |EBEBEB| DC FE 08 3C | 0.008362 | targeting vector origin X component }} | ||
{{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 | 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| 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 }} |
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