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(→0x0D8 to 0x157 - Primary firing mode: Replacing old guesses with new ones ^_^.) |
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{{OBDtrMatrix4x3|0x0DC|EBEBEB|23 A6 7F 3F|05 6D 56 3D|F4 8D A9 37|05 6D 56 BD|23 A6 7F 3F|D0 1D 0E B5|F4 8D A9 B7|D0 1D 0E B5|00 00 80 3F|00 00 00 00|00 00 00 00|00 00 00 00|0.998629|0.052350|0.000020| -0.052350|0.998629| -0.000001| -0.000020| -0.000001|1.000000|0.000000|0.000000|0.000000| targeting inverse transform matrix - the inverse of the matrix that gives the targeting direction}} | {{OBDtrMatrix4x3|0x0DC|EBEBEB|23 A6 7F 3F|05 6D 56 3D|F4 8D A9 37|05 6D 56 BD|23 A6 7F 3F|D0 1D 0E B5|F4 8D A9 B7|D0 1D 0E B5|00 00 80 3F|00 00 00 00|00 00 00 00|00 00 00 00|0.998629|0.052350|0.000020| -0.052350|0.998629| -0.000001| -0.000020| -0.000001|1.000000|0.000000|0.000000|0.000000| targeting inverse transform matrix - the inverse of the matrix that gives the targeting direction}} | ||
{{OBDtrVector3| 0x10C |EBEBEB| 23 A6 7F 3F | AE 6C 56 BD | AF 8D A9 B7 | 0.998629 | -0.052349 | -0.000020 | targeting direction }} | {{OBDtrVector3| 0x10C |EBEBEB| 23 A6 7F 3F | AE 6C 56 BD | AF 8D A9 B7 | 0.998629 | -0.052349 | -0.000020 | targeting direction; sets orientation of firingspread }} | ||
{{OBDtrVector3| 0x118 |EBEBEB| DC FE 08 3C | 5C 11 23 3E | 39 C6 2A 3F | 0.008362 | 0.159246 | 0.667087 | targeting origin }} | {{OBDtrVector3| 0x118 |EBEBEB| DC FE 08 3C | 5C 11 23 3E | 39 C6 2A 3F | 0.008362 | 0.159246 | 0.667087 | targeting origin; sets deviation of A.I.'s aim from target's origin (target's origin + this vector <nowiki>=</nowiki> direction where to aim and fire) }} | ||
{{OBDtr| 0x124 | float |EBEBEB| 00 00 61 44 | 900.000000 | prediction speed; | {{OBDtr| 0x124 | float |EBEBEB| 00 00 61 44 | 900.000000 | prediction speed; numeric speed of the projectile A.I. prediction takes into account when calculating where to fire in order to hit moving target }} | ||
{{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 | aim_radius; always the same; possible related to the inaccuracy angle above }} | {{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; | {{OBDtr| 0x134 | float |EBEBEB| 00 00 40 41 | 12.000000 | minimal shooting distance; if target is closer than min.shoot.dist then A.I. ceases fire and moves away from the target till at least min.shoot.dis. is achieved; '''diameter, not a radius''', so effective distance form A.I. to target is half of this value }} | ||
{{OBDtr| 0x138 | float |EBEBEB| 00 00 61 44 | 900.000000 | maximal shooting distance; | {{OBDtr| 0x138 | float |EBEBEB| 00 00 61 44 | 900.000000 | maximal shooting distance; if target is further than max.shoot.dist then A.I. ceases fire and moves towards the target until at least max.shoot.dis. is achieved; }} | ||
{{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| 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) }} | ||
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{{OBDtr| 0x14C | float |FF00C8| 00 00 34 43 | 180.000000 | length of firingspread which aims from weapon; when AI collides with this firingspread, it tries to dodge/hide of it; can be seen by *ai2_showfiringspreads<nowiki>=</nowiki>1* (180 for w1_tap, 150 for w2_sap, 120 for w4_psm) }} | {{OBDtr| 0x14C | float |FF00C8| 00 00 34 43 | 180.000000 | length of firingspread which aims from weapon; when AI collides with this firingspread, it tries to dodge/hide of it; can be seen by *ai2_showfiringspreads<nowiki>=</nowiki>1* (180 for w1_tap, 150 for w2_sap, 120 for w4_psm) }} | ||
{{OBDtr| 0x150 | float |FF00C8| 00 00 40 40 | 3.000000 | length of the firingspread's base side; can be seen by ai2_showfiringspreads<nowiki>=</nowiki>1 }} | {{OBDtr| 0x150 | float |FF00C8| 00 00 40 40 | 3.000000 | length of the firingspread's base side; can be seen by ai2_showfiringspreads<nowiki>=</nowiki>1 }} | ||
{{OBDtr| 0x154 | float |FF00C8| 50 77 D6 3D | 0.104719 | | {{OBDtr| 0x154 | float |FF00C8| 50 77 D6 3D | 0.104719 | firingspread's skew; can be seen by ai2_showfiringspreads<nowiki>=</nowiki>1 (0.1 for w1_tap, 0.21 for w2_sap) }} | ||
|} | |} | ||
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