OBD:ONWC: Difference between revisions

794 bytes added ,  14 March 2007
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m (Weapon dodging tunnel is more complex than we thought; P.S.: Neo, you ROCK!!!)
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| BGCOLOR="#64AAAA" | 00 00 20 41
| BGCOLOR="#64AAAA" | 00 00 20 41
| 10.000000
| 10.000000
| ALIGN=LEFT | unknown
| ALIGN=LEFT | Inaccurancy angle; sets max angle between weapon's aiming vector and target's position. When AI exceeds this angle(by recoil or target running away), AI stops shooting and tries to aim weapon again straight to the target, then resume shooting.
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x12C
|0x12C
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| BGCOLOR="#64AAAA" | 00 00 96 43
| BGCOLOR="#64AAAA" | 00 00 96 43
| 300.000000
| 300.000000
| ALIGN=LEFT | Weapon sound sphere radius. When somebody shoots, weapon creates this range. AIs which are inside this range notice there was a shot + they know WHO is the shooter and WHERE he stands
| ALIGN=LEFT | Weapon sound sphere radius. When somebody shoots, weapon creates this range. AIs which are inside this range notice there was a shot + they know WHO is the shooter and WHERE he stands, can be seen with ai2_showsounds=1 (but you have to be in a large open area, since those ranges are quite big)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x134
|0x134
| BGCOLOR="#64AAAA" | 00 00 40 41
| BGCOLOR="#64AAAA" | 00 00 40 41
| 12.000000
| 12.000000
| ALIGN=LEFT | unknown
| ALIGN=LEFT | Minimal shooting distance; When AI is closer then min.shot.dist., it will stop shooting and attempt to go  away from the target until it again reaches higher distance then min.shot.dist. is. You can see its effect when AI is operating SBG and you get too close.
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x138
|0x138
| BGCOLOR="#64AAAA" | 00 00 61 44
| BGCOLOR="#64AAAA" | 00 00 61 44
| 900.000000
| 900.000000
| ALIGN=LEFT | unknown
| ALIGN=LEFT | Maximal shooting distance; When AI is further then max.shot.dist., it isn't shooting but running towards target until it reaches max.shot.dist. limit. Then AI opens fire. You can see its effect when AI is far away and has w2_sap.
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x13C
|0x13C
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| BGCOLOR="#EBEBEB" | 00 00 00 00
| BGCOLOR="#EBEBEB" | 00 00 00 00
| 0
| 0
| ALIGN=LEFT | unknown, 240 for w4_psm, 200 for v6_vdg
| ALIGN=LEFT | Fight timer, 240 for w4_psm, 200 for v6_vdg
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x144
|0x144
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| BGCOLOR="#8C8CCC" | 00 00 40 40
| BGCOLOR="#8C8CCC" | 00 00 40 40
| 3.000000
| 3.000000
| ALIGN=LEFT | Width of *tunnel*. *Tunnel* has always square as slice view. Can be seen by ai2_showfiringspreads=1
| ALIGN=LEFT | Lenght of the *tunnel*'s base side. Can be seen by ai2_showfiringspreads=1
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x154
|0x154
| BGCOLOR="#8C8CCC" | 50 77 D6 3D
| BGCOLOR="#8C8CCC" | 50 77 D6 3D
| 0.104719
| 0.104719
| ALIGN=LEFT | angle between *tunnel*'s base (square) and its altitude(length). Can be seen by ai2_showfiringspreads=1 (0.1 for w1_tap, 0.21 for w2_sap)
| ALIGN=LEFT | angle between *tunnel*'s base and its altitude(length). Can be seen by ai2_showfiringspreads=1 (0.1 for w1_tap, 0.21 for w2_sap)
|}
|}
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==0x1D8 - 0x6DC==
==0x1D8 - 0x6DC==
;PARTICLES
;PARTICLES
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