19,577
edits
(elaborations and corrections) |
(removed note about MELE overriding dazed frame fields; minor wording tweaks) |
||
Line 20: | Line 20: | ||
;Units | ;Units | ||
: | :Times are in frames | ||
: | :Heights are in world units (0.1m or 4") | ||
: | :Velocities are in world units per tick (1/60s) | ||
: | :Accelerations are in world units per tick squared | ||
Line 146: | Line 146: | ||
{{OBDtr| 0x128 | bitset |E7CEA5| 17 00 00 00 | 23 | AI options bitset; see below }} | {{OBDtr| 0x128 | bitset |E7CEA5| 17 00 00 00 | 23 | AI options bitset; see below }} | ||
{{OBDtr| 0x12C | float |FFDDDD| 00 00 80 3F | 1.000000 | AI rotation speed factor; always 1.0 except for ninjabots, ninjas and super_ninja, which use 2.0 }} | {{OBDtr| 0x12C | float |FFDDDD| 00 00 80 3F | 1.000000 | AI rotation speed factor; always 1.0 except for ninjabots, ninjas and super_ninja, which use 2.0 }} | ||
{{OBDtr| 0x130 | uint16 |64AAAA| 06 00 | 6 | minimum number of frames AI | {{OBDtr| 0x130 | uint16 |64AAAA| 06 00 | 6 | minimum number of frames AI can remain dazed (in fallen position) when it is knocked down }} | ||
{{OBDtr| 0x132 | uint16 |64AAAA| 18 00 | 24 | maximum number of frames AI | {{OBDtr| 0x132 | uint16 |64AAAA| 18 00 | 24 | maximum number of frames AI can remain dazed (in fallen position) when it is knocked down (actual number used is picked randomly from the range {min ... max}) }} | ||
{{OBDtr| 0x134 | uint32 |EBEBEB| 0F 00 00 00 | 15 | number of frames after which AI realizes that it is in the firing spread and it starts dodging }} | {{OBDtr| 0x134 | uint32 |EBEBEB| 0F 00 00 00 | 15 | number of frames after which AI realizes that it is in the firing spread and it starts dodging }} | ||
{{OBDtr| 0x138 | float |8C8CCC| 00 00 80 3F | 1.000000 | minimum dodge time; how long AI should perform dodging/hiding in response to being inside a firing spread (the higher it is, the longer he will hide/dodge even after firing spread disappears) }} | {{OBDtr| 0x138 | float |8C8CCC| 00 00 80 3F | 1.000000 | minimum dodge time; how long AI should perform dodging/hiding in response to being inside a firing spread (the higher it is, the longer he will hide/dodge even after firing spread disappears) }} | ||
Line 155: | Line 155: | ||
;AI options bitset | ;AI options bitset | ||
: | :Allows or disables some parts of the AI behavior: | ||
*no flags - startle anim is enabled, rest is disabled | *no flags - startle anim is enabled, rest is disabled | ||
*0x01 - startle anim disabled | *0x01 - startle anim disabled | ||
Line 165: | Line 165: | ||
;AI rotation speed factor | ;AI rotation speed factor | ||
: | :A rotation speed of 1 is roughly one turn (360°) per second. The setting is only effective if the AI is in control. So it's a bit like the AI's mouse sensitivity. | ||
;AI Targeting Prediction Constants | ;AI Targeting Prediction Constants | ||
See [[XML:ONCC#.3CTargeting.3E|HERE]] for how the variables here interact to control the AI's target prediction. | See [[XML:ONCC#.3CTargeting.3E|HERE]] for how the variables here interact to control the AI's target prediction. | ||
{{Table}} | {{Table}} | ||
{{OBDth}} | {{OBDth}} | ||
Line 187: | Line 183: | ||
;AI Weapon Skills | ;AI Weapon Skills | ||
This is an array of 13 sets of skill variables, one for each weapon. Below is the data for the first element: | This is an array of 13 sets of skill variables, one for each weapon. Below is the data for the first element: | ||
{{Table}} | {{Table}} | ||
{{OBDth}} | {{OBDth}} | ||
Line 239: | Line 233: | ||
;Other AI Behaviors | ;Other AI Behaviors | ||
[[Image:oncc_m.gif]] | [[Image:oncc_m.gif]] | ||
{{Table}} | {{Table}} | ||
{{OBDth}} | {{OBDth}} | ||
Line 294: | Line 287: | ||
;File Links | ;File Links | ||
{{Table}} | {{Table}} | ||
{{OBDth}} | {{OBDth}} |