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m (unfinished business yet...) |
m (Loser's rampage continues) |
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| BGCOLOR="#EBEBEB" | 06 00 | | BGCOLOR="#EBEBEB" | 06 00 | ||
| 6 | | 6 | ||
| ALIGN=LEFT | minimal AI | | 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 | | 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 | | | 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 | | | ALIGN=LEFT | maximal realize firingspread time; (???number of frames???time in miliseconds???) | ||
|} | |} | ||
;AI rotation speed factor | ;AI rotation speed factor | ||
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: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 ^_^ | 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 | ||
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| BGCOLOR="#8C8CCC" | 00 00 80 3F | | BGCOLOR="#8C8CCC" | 00 00 80 3F | ||
| 1.000000 | | 1.000000 | ||
| ALIGN=LEFT | | | 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 | | | 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 | | | 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 | | | 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 | | | 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 | | | ALIGN=LEFT | there is some link with MELE profile, this field has 02 for striker_easy, 16 for Konoko, 1c for Mukade etc. | ||
|} | |} | ||
edits