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OBD:ONWC: Difference between revisions

m
bunch of old mistakes fixed, some new probably done ^_^
m (bunch of old mistakes fixed, some new probably done ^_^)
Line 523: Line 523:
| BGCOLOR="#64AAAA" | 23 A6 7F 3F
| BGCOLOR="#64AAAA" | 23 A6 7F 3F
| 0.998629
| 0.998629
| ALIGN=LEFT | unknown; something with angle proportions between *tunnel* base's angles, the higher you set it the more it is taller than wider; can be seen with ai2_showfiringspreads=1
| ALIGN=LEFT | unknown; something with angle proportions between firingspread base's angles, the higher you set it the more it is taller than wider; can be seen with ai2_showfiringspreads=1
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x110
|0x110
| BGCOLOR="#64AAAA" | AE 6C 56 BD
| BGCOLOR="#64AAAA" | AE 6C 56 BD
| -0.052349
| -0.052349
| ALIGN=LEFT | unknown; something with *tunnel*'s aim in the "x,z plane". This value is forcing *tunnel* to aim more left or more right than weapon is aiming or to even aim *tunnel* backwards; can be seen with ai2_showfiringspreads=1
| ALIGN=LEFT | unknown; something with firingspread's aim in the "x,z plane". This value is forcing firingspread to aim more left or more right than weapon is aiming or to even aim firingspread backwards; can be seen with ai2_showfiringspreads=1
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x114
|0x114
| BGCOLOR="#64AAAA" | AF 8D A9 B7
| BGCOLOR="#64AAAA" | AF 8D A9 B7
| -0.000020
| -0.000020
| ALIGN=LEFT | unknown; something with *tunnel*'s aim in the "y plane". This value is forcing *tunnel* to aim more up or more down than weapon is aiming or to even aim *tunnel* backwards; can be seen with ai2_showfiringspreads=1
| ALIGN=LEFT | unknown; something with firingspread's aim in the "y plane". This value is forcing firingspread to aim more up or more down than weapon is aiming or to even aim firingspread backwards; can be seen with ai2_showfiringspreads=1
   
   
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
Line 554: Line 554:
| BGCOLOR="#64AAAA" | 00 00 61 44
| BGCOLOR="#64AAAA" | 00 00 61 44
| 900.000000
| 900.000000
| ALIGN=LEFT | unknown; it is some angle. If this angle is for example 90°, then AI, which is shooting this weapon, will try to copy target's movements eg. when target strafes left, gun AI stops shooting and runs left too. If you set it 270°, gun AI is performing opposite actions eg. When you run left, gun AI runs right. While running, AI stops shooting.
| ALIGN=LEFT | unknown; it is some angle. If this angle is for example 90°, then AI, which is shooting this weapon, will try to copy target's movements eg. when target strafes left, armed AI stops shooting and runs left too. If you set it 270°, armed AI is performing opposite actions eg. when you run left, armed AI runs right. While running, AI stops shooting.
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x128
|0x128
| BGCOLOR="#64AAAA" | 00 00 20 41
| BGCOLOR="#64AAAA" | 00 00 20 41
| 10.000000
| 10.000000
| 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=LEFT | Max 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 aims weapon again straight to the target, then resume shooting.
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x12C
|0x12C
Line 569: Line 569:
| 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, can be seen with ai2_showsounds=1 (but you have to be in a large open area, since those ranges are quite big)
| 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 (threat strong), 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
Line 609: Line 609:
| BGCOLOR="#8C8CCC" | 00 00 34 43
| BGCOLOR="#8C8CCC" | 00 00 34 43
| 180.000000
| 180.000000
| ALIGN=LEFT | Length of *tunnel* which aims from weapon and surrounds projectile's path. When AI collides with this *tunnel*, it tries to dodge/hide. Can be seen by ai2_showfiringspreads=1  (180 for w1_tap, 150 for w2_sap, 120 for w4_psm)
| ALIGN=LEFT | Length of firingspread which aims from weapon. When AI collides with this firingspread, it tries to dodge/hide of it. Can be seen by ai2_showfiringspreads=1  (180 for w1_tap, 150 for w2_sap, 120 for w4_psm)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
|0x150
|0x150
| BGCOLOR="#8C8CCC" | 00 00 40 40
| BGCOLOR="#8C8CCC" | 00 00 40 40
| 3.000000
| 3.000000
| ALIGN=LEFT | Lenght of the *tunnel*'s base side. Can be seen by ai2_showfiringspreads=1
| ALIGN=LEFT | Lenght of the firingspread'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 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 firingspread'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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