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::From this explanation, it can be seen that the gunfire dodge parameters should be set to make the AI dodge, but to not make the dodge vector outweigh the vector for moving towards the enemy. | ::From this explanation, it can be seen that the gunfire dodge parameters should be set to make the AI dodge, but to not make the dodge vector outweigh the vector for moving towards the enemy. | ||
:*An AI's skills with weapons (in ONCC) can be used to create anything from sharpshooters to rookies who cannot hold a gun properly. For example, by setting "ShootGroupError" to 10.0 for w1_tap, we create a total amateur whose hand shakes all over the place when he fires the Campbell Equalizer. | :*An AI's skills with weapons (in ONCC) can be used to create anything from sharpshooters to rookies who cannot hold a gun properly. For example, by setting "ShootGroupError" to 10.0 for w1_tap, we create a total amateur whose hand shakes all over the place when he fires the Campbell Equalizer. You can experiment with different settings in realtime using the ai2_skill* functions on the dev console line. See [https://youtu.be/cxTz30YOPhc this video] where ai2_skill_error is used to override a character's original grouping error setting with new values. | ||
:*Unless really necessary, do NOT alter the ONCC prediction parameters. Bungie set them quite reasonably, and if they are messed with, the AI loses accurate predictive abilities. | :*Unless really necessary, do NOT alter the ONCC prediction parameters. Bungie set them quite reasonably, and if they are messed with, the AI loses accurate predictive abilities. |