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XML:ONCC: Difference between revisions

589 bytes added ,  11 October 2021
clarifying <WeaponSkills>
(clarifying <Targeting>)
(clarifying <WeaponSkills>)
Line 431: Line 431:


===<WeaponSkills>===
===<WeaponSkills>===
{|class="wikitable width=100%|
Note that all the following tags are declared for each specific weapon in the game.
|valign=top|
 
{| class="wikitable" style="text-align:center"
|-BGCOLOR="#E9E9E9"
!Weapon      ||recoil||bestangle||error||decay||inaccuracy||delays
|-ALIGN=CENTER   
|'''w0_sec''' || 0.0  || 0.000000|| 0.00|| 1.0 || 1.0      || 0 - 0
|-ALIGN=CENTER   
|'''w1_tap''' || 0.0  || 0.000000|| 0.40|| 0.4 || 0.0      || 30 - 45
|-ALIGN=CENTER   
|'''w2_sap''' || 0.3  || 0.013962|| 0.13|| 1.0 || 1.0      || 0 - 0
|-ALIGN=CENTER   
|'''w3_phr''' || 0.3  || 0.010472|| 0.05|| 0.5 || 1.0      || 0 - 0
|-ALIGN=CENTER   
|'''w4_psm''' || 0.3  || 0.015707|| 0.03|| 0.2 || 1.0      || 0 - 0
|-ALIGN=CENTER   
|'''w5_sbg''' || 0.3  || 0.001745|| 0.00|| 0.1 || 1.0      || 0 - 0
|-ALIGN=CENTER   
|'''w6_vdg''' || 0.3  || 0.001745|| 0.13|| 0.9 || 1.0      || 0 - 0
|-ALIGN=CENTER   
|'''w7_scc''' || 0.3  || 0.001745|| 0.05|| 0.1 || 1.0      || 0 - 0
|-ALIGN=CENTER   
|'''w8_mbo''' || 0.3  || 0.005236|| 0.01|| 0.5 || 1.0      || 0 - 0
|-ALIGN=CENTER   
|'''w9_scr''' || 0.3  || 0.010472|| 0.04|| 0.5 || 1.0      || 0 - 0
|-ALIGN=CENTER   
|'''w10_sni'''|| 0.0  || 0.000000|| 0.00|| 1.0 || 1.0      || 0 - 0
|-ALIGN=CENTER   
|'''w11_ba1'''|| 0.0  || 0.000000|| 0.00|| 1.0 || 1.0      || 0 - 0
|-ALIGN=CENTER   
|'''w12_ba2'''|| 0.0  || 0.000000|| 0.00|| 1.0 || 1.0      || 0 - 0
|}
 
|valign=top|


{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
!width=150px| XML tag
!width=150px| XML tag
!width=120px| content type
!width=120px| Content type
! description
! Description
|-
|-
| <RecoilCompensation>
| <RecoilCompensation>
| float
| float
| min = 0.0, max = 1.0
| Ranges from 0.0 to 1.0; 1.0 means the weapon will not have any recoil when used by this AI
|-       
|-       
| <BestAimingAngle>
| <BestAimingAngle>
| float
| float
| best aiming angle in radians  
| A floor value in radians for aiming inaccuracy so that an AI never has perfect aim
|-
|-
| <ShotGroupError>
| <ShotGroupError>
| float
| float
| shot grouping error
| An error percentage that is multiplied against the AI's final aim
|-
|-
| <ShotGroupDecay>
| <ShotGroupDecay>
| float
| float
| shot grouping decay
| Ranges from 0.0 to 1.0; how quickly the starting shot error decreases or increases (in other words, the middle of this range is desirable for natural-looking weapons handling)
|-
|-
| <ShootingInaccuracyMultiplier>
| <ShootingInaccuracyMultiplier>
| float
| float
| shooting inaccuracy multiplier
| Inaccuracy multiplier indicating AI's skill with this weapon; usually just 1 (no effect on weapon handling), but sometimes 0 (cancels out inaccuracy)
|-
|-
| <MinShotDelay>
| <MinShotDelay>
| uint16
| uint16
| minimum delay between shots in frames
| Minimum delay in ticks before pulling the trigger again
|-
|-
| <MaxShotDelay>
| <MaxShotDelay>
| uint16
| uint16
| maximum delay between shots in frames
| Maximum delay in ticks before pulling the trigger again
|}
|}


;Shooting skills
These can be viewed with e.g. '''ai2_skill_select konoko_generic w1_tap''' and then either '''ai2_skill_show''' (prints to console) or '''ai2_skill_save''' (prints to file). Sample skill settings for one ONCC are shown below.
The first weapon (weapon 0) is not in the game anymore, whatever it was. Muro's thunderbolt is handled as animation-bound particles, although it used to be handled as a weapon (same for Mukade's Devil Star, except '''w10_sni''' is still available). Barabas' Wave Motion Cannon is a bit mixed up since the beam is made of '''w12_ba2''' particles and the grenade is a '''w11_ba1''' particle.


;AI Shooting Skills
{| class="wikitable" style="text-align:center"
These can be reviewed with e.g. '''ai2_skill_select konoko_generic w1_tap''' and then either '''ai2_skill_show''' (prints to console) or '''ai2_skill_save''' (prints to file)
|- bgcolor="#e9e9e9"
The first weapon (weapon 0) is not in the game anymore, whatever that was. Muro's thunderbolt is handled as animation-bound particles, although it used to be handled as a weapon (same for Mukade's ball, except '''w10_sni''' is still available) ('''w12_ba2''' and '''w11_ba1''' are a bit mixed up : the beam is made of '''w12_ba2''' particles, and the grenade is a '''w11_ba1''' particle...)
!Weapon      ||recoil||best angle||error||decay||inaccuracy||delays
|- align=center   
|'''w0_sec''' || 0.0  || 0.000000 || 0.00 || 1.0 || 1.0      || 0 - 0
|- align=center   
|'''w1_tap''' || 0.0  || 0.000000 || 0.40 || 0.4 || 0.0      || 30 - 45
|- align=center   
|'''w2_sap''' || 0.3  || 0.013962 || 0.13 || 1.0 || 1.0      || 0 - 0
|- align=center   
|'''w3_phr''' || 0.3  || 0.010472 || 0.05 || 0.5 || 1.0      || 0 - 0
|- align=center   
|'''w4_psm''' || 0.3  || 0.015707 || 0.03 || 0.2 || 1.0      || 0 - 0
|- align=center   
|'''w5_sbg''' || 0.3  || 0.001745 || 0.00 || 0.1 || 1.0      || 0 - 0
|- align=center   
|'''w6_vdg''' || 0.3  || 0.001745 || 0.13 || 0.9 || 1.0      || 0 - 0
|- align=center   
|'''w7_scc''' || 0.3  || 0.001745 || 0.05 || 0.1 || 1.0      || 0 - 0
|- align=center   
|'''w8_mbo''' || 0.3  || 0.005236 || 0.01 || 0.5 || 1.0      || 0 - 0
|- align=center   
|'''w9_scr''' || 0.3  || 0.010472 || 0.04 || 0.5 || 1.0      || 0 - 0
|- align=center   
|'''w10_sni'''|| 0.0  || 0.000000 || 0.00 || 1.0 || 1.0      || 0 - 0
|- align=center   
|'''w11_ba1'''|| 0.0  || 0.000000 || 0.00 || 1.0 || 1.0      || 0 - 0
|- align=center   
|'''w12_ba2'''|| 0.0  || 0.000000 || 0.00 || 1.0 || 1.0      || 0 - 0
|}
|}


===<VisionConstants>===
===<VisionConstants>===