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:*Similar to Prediction speed, there are Ballistic projectile speed and Ballistic projectile gravity. When these two are set non-zero, A.I. assumes ballistic projectiles (grenades) and tries to shoot projectiles according to an ideal parabole (the solution with shorter fly time is always chosen). In order to make A.I. sucesfully hit enemy's pelvis, these two must again corespond with [[PAR3]] particles's speed and particles's gravity attraction, but they can be used for modding purposes as well. For example if projectiles's gravity attaction is 0.5 but in [[ONWC]] Ballistic projectile gravity is set as 0.3, A.I. will shoot projectiles at enemy's feet as it will assume that gravity attraction of the projectile is lower thus it does not have to aim so high in order to hit the pelvis (credits to [[user:Gumby|Gumby]]). Remember: for A.I. system, pelvis is a representation of a whole character. | :*Similar to Prediction speed, there are Ballistic projectile speed and Ballistic projectile gravity. When these two are set non-zero, A.I. assumes ballistic projectiles (grenades) and tries to shoot projectiles according to an ideal parabole (the solution with shorter fly time is always chosen). In order to make A.I. sucesfully hit enemy's pelvis, these two must again corespond with [[PAR3]] particles's speed and particles's gravity attraction, but they can be used for modding purposes as well. For example if projectiles's gravity attaction is 0.5 but in [[ONWC]] Ballistic projectile gravity is set as 0.3, A.I. will shoot projectiles at enemy's feet as it will assume that gravity attraction of the projectile is lower thus it does not have to aim so high in order to hit the pelvis (credits to [[user:Gumby|Gumby]]). Remember: for A.I. system, pelvis is a representation of a whole character. | ||
:*Targeting origin vector ([[ONWC]]) can be utilized to make A.I. fire not directly at pelvis, but for example higher (negative "z" component), so A.I. can score headshots. So far such a change does not have any purpose as characters don't have damage multipliers for bodyparts. But maybe in future...or with Paradox's headshot mod / material dependent damage mod ideas (see [[ | :*Targeting origin vector ([[ONWC]]) can be utilized to make A.I. fire not directly at pelvis, but for example higher (negative "z" component), so A.I. can score headshots. So far such a change does not have any purpose as characters don't have damage multipliers for bodyparts. But maybe in future...or with Paradox's headshot mod / material dependent damage mod ideas (see [[XML:BINA/ONIE#Extra_damage_for_head_hits|HERE]]). | ||
:*One thing purposefully left out in main talk about weapons is that there is an option for A.I. chracters to make "startle" misses - when startled, A.I. fires at some random direction. Parameters for this behavior are in [[ONCC]] and [[ONWC]], but overall this feature is so subtle it does not need any special modding attention. | :*One thing purposefully left out in main talk about weapons is that there is an option for A.I. chracters to make "startle" misses - when startled, A.I. fires at some random direction. Parameters for this behavior are in [[ONCC]] and [[ONWC]], but overall this feature is so subtle it does not need any special modding attention. |