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OBD:ONCC: Difference between revisions

1,048 bytes added ,  26 May 2007
m
Loser's rampage continues
m (unfinished business yet...)
m (Loser's rampage continues)
Line 362: Line 362:
| BGCOLOR="#EBEBEB" | 06 00
| BGCOLOR="#EBEBEB" | 06 00
| 6
| 6
| ALIGN=LEFT | minimal AI lying time when knockdowned
| ALIGN=LEFT | minimal fallen time; (???number of frames???time in miliseconds???) for which AI remains in *fallen* position when it is knockdowned
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x132
| 0x132
| BGCOLOR="#EBEBEB" | 18 00
| BGCOLOR="#EBEBEB" | 18 00
| 24
| 24
| ALIGN=LEFT | maximal AI lying time when knockdowned
| ALIGN=LEFT | maximal fallen time; (???number of frames???time in miliseconds???) for which AI remains in *fallen* position when it is knockdowned
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x134
| 0x134
| BGCOLOR="#EBEBEB" | 0F 00
| BGCOLOR="#EBEBEB" | 0F 00
| 15
| 15
| ALIGN=LEFT | unknown
| ALIGN=LEFT | minimal realize firingspread time; (???number of frames???time in miliseconds???) after which AI realizes that it is in the firing spread (and it starts dodging)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x136
| 0x136
| BGCOLOR="#EBEBEB" | 00 00
| BGCOLOR="#EBEBEB" | 00 00
| 0
| 0
| ALIGN=LEFT | unknown; always the same
| ALIGN=LEFT | maximal realize firingspread time; (???number of frames???time in miliseconds???)
|}
|}
;AI rotation speed factor
;AI rotation speed factor
Line 384: Line 384:
:so it's a bit like the AI's mouse sensitivity :)
:so it's a bit like the AI's mouse sensitivity :)
;General AI options:
;General AI options:
maybe it affects more things but I know only these: startle animation play (yes/no), gunfire dodge (of yourse there has to be firing spread) when melee (yes/no) or when armed (yes/no), '''ability of backfire when dodging and have weapon''' (I knew it was somewhere mwhaha ^_^), go for gun chance (maybe percents), running gun pickup chance (maybe percents), maybe affects if AI tends to run TO firing enemy while dodging or AWAY from firing enemy (not sure).
maybe it affects more things but I know only these: startle animation play (yes/no), gunfire dodge (of yourse there has to be firing spread) when melee (yes/no) or when armed (yes/no), '''ability of backfire when dodging and have weapon''' (I knew it was somewhere mwhaha ^_^), maybe affects if AI tends to run TO firing enemy while dodging or AWAY from firing enemy (not sure).
:none unknown
:none unknown
:01 unknown
:01 unknown
Line 420: Line 420:
| BGCOLOR="#8C8CCC" | 00 00 80 3F
| BGCOLOR="#8C8CCC" | 00 00 80 3F
| 1.000000
| 1.000000
| ALIGN=LEFT | unknown
| ALIGN=LEFT | minimal dodge amount; IMO similar to maneouvre variable, it tells AI how long it should perform dodging/hiding in response to ONE DEFINED bullet (so ingame dodging/hiding is mixture of these amounts for various incoming bullets)
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x13C
| 0x13C
| BGCOLOR="#8C8CCC" | 00 00 80 3F
| BGCOLOR="#8C8CCC" | 00 00 80 3F
| 1.000000
| 1.000000
| ALIGN=LEFT | unknown
| ALIGN=LEFT | maximal dodge amount; IMO similar to maneouvre variable
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x140
| 0x140
Line 627: Line 627:
| BGCOLOR="#C80040" | 28 00 00 00
| BGCOLOR="#C80040" | 28 00 00 00
| 40
| 40
| ALIGN=LEFT | unknown; always the same
| ALIGN=LEFT | go for gun chance (40%); these *go for gun chance* fields affect possibility of AI running for a weapon in combat, also affect *running pickup chance*
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x2A4
| 0x2A4
| BGCOLOR="#C80040" | 37 00 00 00
| BGCOLOR="#C80040" | 37 00 00 00
| 55
| 55
| ALIGN=LEFT | unknown
| ALIGN=LEFT | go for gun chance (55%); this value is either a basic or some medium-range one, it is the most common
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x2A8
| 0x2A8
| BGCOLOR="#C80040" | 3C 00 00 00
| BGCOLOR="#C80040" | 3C 00 00 00
| 60
| 60
| ALIGN=LEFT | unknown
| ALIGN=LEFT | go for gun chance (60%); this value shows when AI is near to weapon; overall these values can be seen in devmode with *debug_gun_behavior* command
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"
| 0x2AC
| 0x2AC
Line 647: Line 647:
| BGCOLOR="#FFCD96" | 16 00
| BGCOLOR="#FFCD96" | 16 00
| 22
| 22
| ALIGN=LEFT | unknown
| ALIGN=LEFT | there is some link with MELE profile, this field has 02 for striker_easy, 16 for Konoko, 1c for Mukade etc.
|}
|}


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