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AI: Difference between revisions

10 bytes removed ,  11 April 2013
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:*Firing charge (FiringCharge) - A.I. character runs towards the enemy and fires a weapon. If this character does not have a weapon, then she/he switches to melee.
:*Firing charge (FiringCharge) - A.I. character runs towards the enemy and fires a weapon. If this character does not have a weapon, then she/he switches to melee.
:*Melee (Melee) - A.I. character always uses melee, even when she/he holds a loaded weapon.
:*Melee (Melee) - A.I. character always uses melee, even when she/he holds a loaded weapon.
:*Barabbas shoot (BarabasShoot) - A.I. character stands still and fires a weapon with hardcoded three seconds pause between shots. If this character does not have a weapon, then he switches to melee. If this character meets certain conditions, she/he can start health regeneration. More detailed info about regeneration mechanics [[Barabus's regeneration| can be read HERE.]]
:*Barabbas shoot (BarabasShoot) - A.I. character stands still and fires a weapon with hardcoded three seconds pause between shots. If this character does not have a weapon, then he switches to melee. If this character meets certain conditions, she/he can start health regeneration. More detailed info about regeneration mechanics [[Barabas' regeneration| can be read HERE.]]
:*Barabbas advance (BarabasAdvance) - A.I. character runs towards the enemy and fires a weapon with '''secondary fire mode''' (as if player pressed right button). If this character does not have a weapon, then she/he switches to melee. If this character meets certain conditions, she/he can start health regeneration. More detailed info about regeneration mechanics [[Barabus's regeneration| can be read HERE.]]
:*Barabbas advance (BarabasAdvance) - A.I. character runs towards the enemy and fires a weapon with '''secondary fire mode''' (as if player pressed right button). If this character does not have a weapon, then she/he switches to melee. If this character meets certain conditions, she/he can start health regeneration. More detailed info about regeneration mechanics [[Barabas' regeneration| can be read HERE.]]
:*Barabbas melee (BarabasMelee) - A.I. character uses melee, even with loaded weapon in hand. If this character meets certain conditions, she/he can start health regeneration. More detailed info about regeneration mechanics [[Barabus's regeneration| can be read HERE.]]
:*Barabbas melee (BarabasMelee) - A.I. character uses melee, even with loaded weapon in hand. If this character meets certain conditions, she/he can start health regeneration. More detailed info about regeneration mechanics [[Barabas' regeneration| can be read HERE.]]
:*Superninja fireball (SuperNinjaFireball) - Mukade's long range behavior. With this behavior A.I. cannot shoot weapons and cannot use melee, simply runs towards the enemy. However, if weapon is held, character can use melee (probably something from weapon melee override). A.I. character is occasionally teleported into the back of the enemy (AnimType 222 - Teleport In) if distance to enemy is greater than 100. It seems like it should work regularly once distance to enemy exceeds 100, but in reality something screws this teleport mechanics ^_^. Anyway, to add more to this behavior A.I. executes two special TRAM animations:
:*Superninja fireball (SuperNinjaFireball) - Mukade's long range behavior. With this behavior A.I. cannot shoot weapons and cannot use melee, simply runs towards the enemy. However, if weapon is held, character can use melee (probably something from weapon melee override). A.I. character is occasionally teleported into the back of the enemy (AnimType 222 - Teleport In) if distance to enemy is greater than 100. It seems like it should work regularly once distance to enemy exceeds 100, but in reality something screws this teleport mechanics ^_^. Anyway, to add more to this behavior A.I. executes two special TRAM animations:
:**AnimType 224 - Ninja Fireball, after the use there is 20 seconds pause before then this [[TRAM]] is used again.
:**AnimType 224 - Ninja Fireball, after the use there is 20 seconds pause before then this [[TRAM]] is used again.
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'''A.I. character's prowess with guns'''. Still in [[ONCC]], there are data how "skillful" this A.I. character should be with each weapon in the game. Weapons are indexed (starting from zero) as follows:
'''A.I. character's prowess with guns'''. Still in [[ONCC]], there are data how "skillful" this A.I. character should be with each weapon in the game. Weapons are indexed (starting from zero) as follows:
:*w0_sec (0) - Only Bungie West emplyees know what this weapon was supposed to be.
:*w0_sec (0) - Only Bungie West empl-yees know what this weapon was supposed to be.
:*w1_tap (1) - TCTF automatic pistol
:*w1_tap (1) - TCTF automatic pistol
:*w2_sap (2) - Syndicate submachinegun
:*w2_sap (2) - Syndicate sub-machine gun
:*w3_phr (3) - plasma rifle
:*w3_phr (3) - plasma rifle
:*w4_psm (4) - phase stream projector
:*w4_psm (4) - phase stream projector
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:*w6_vdg (6) - stun gun ('''V'''an '''D'''e '''G'''raaf gun)
:*w6_vdg (6) - stun gun ('''V'''an '''D'''e '''G'''raaf gun)
:*w7_scc (7) - scram cannon (swarm of small homing rockets)
:*w7_scc (7) - scram cannon (swarm of small homing rockets)
:*w8_mbo (8) - Freddie Mercury bow
:*w8_mbo (8) - mercury bow
:*w9_scr (9) - Screaming cannon
:*w9_scr (9) - screaming cannon
:*w10_sni (10) - Mukade's Devil star (annoying red ball) as a holdable weapon; probably a relic from game development  
:*w10_sni (10) - Mukade's Devil star (annoying red ball) as a holdable weapon; probably a relic from game development  
:*w10_ba1 (11) - Barabus's gun
:*w10_ba1 (11) - Barabas' gun
:*w11_ba2 (12) - Barabus's gun; this one cannot be shot and is probably just a development relic.
:*w11_ba2 (12) - Barabas' gun; this one cannot be shot and is probably just a development relic.