Jump to content

OBD:ONWC: Difference between revisions

33 bytes added ,  28 September 2011
m
(→‎0x0D8 to 0x157 - Primary firing mode: Replacing old guesses with new ones ^_^.)
Line 145: Line 145:
{{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; defines radius of the A.I. sound sphere (gunfire type, see [[Tricks behind Oni A.I.#Congitive possiblities of A.I. characters ... "COME TO YOUR SENSES!"|HERE]] about A.I. sound spheres) which is created for a short moment when this weapon is fired }}
{{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| 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 from A.I. to target is half of this value }}
{{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| 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 }}
Line 153: Line 153:
{{OBDtr| 0x144 | float    |FF00C8| 00 00 00 00 | 0.000000      | ballistic projectile speed (150 for SBG, 160 for WMC) }}
{{OBDtr| 0x144 | float    |FF00C8| 00 00 00 00 | 0.000000      | ballistic projectile speed (150 for SBG, 160 for WMC) }}
{{OBDtr| 0x148 | float    |FF00C8| 00 00 00 00 | 0.000000      | ballistic projectile gravity, can be negative for firing at the enemy's feet (0.5 for SBG, 0.3 for WMC) }}
{{OBDtr| 0x148 | float    |FF00C8| 00 00 00 00 | 0.000000      | ballistic projectile gravity, can be negative for firing at the enemy's feet (0.5 for SBG, 0.3 for WMC) }}
{{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 a firingspread; A.I. can utilize gunfire dodge mechanics when it collides with some firingspread (read [[Tricks behind Oni A.I.#Combat behavior part 3: "They see me shootin', they hatin'..."|HERE]]); 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; can be seen by ai2_showfiringspreads<nowiki>=</nowiki>1 }}
{{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) }}
{{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) }}
|}
|}
271

edits