OBD:ONCC: Difference between revisions

removed note about MELE overriding dazed frame fields; minor wording tweaks
(elaborations and corrections)
(removed note about MELE overriding dazed frame fields; minor wording tweaks)
 
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;Units
;Units
:times are in frames
:Times are in frames
:heights are in world units (0.1m or 4")
:Heights are in world units (0.1m or 4")
:velocities are in world units per tick (1/60s)
:Velocities are in world units per tick (1/60s)
:accelerations are in world units per tick squared
:Accelerations are in world units per tick squared




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{{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 remains in fallen position when it is knocked down; overridden by char's MELE profile if possible }}
{{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 remains in fallen position when it is knocked down; overridden by char's MELE profile if possible }}
{{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) }}
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;AI options bitset
;AI options bitset
:allows or disables some parts of the AI behavior
: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
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;AI rotation speed factor
;AI rotation speed factor
:reference rotation speed is about 1 turn (360°) per second
: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.
: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}}
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;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}}
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;Other AI Behaviors
;Other AI Behaviors
[[Image:oncc_m.gif]]
[[Image:oncc_m.gif]]
{{Table}}
{{Table}}
{{OBDth}}
{{OBDth}}
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;File Links
;File Links
{{Table}}
{{Table}}
{{OBDth}}
{{OBDth}}