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OBD:BINA/OBJC/CMBT: Difference between revisions

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| BGCOLOR="#C80040" | 00 00 96 43
| BGCOLOR="#C80040" | 00 00 96 43
| 300.000000
| 300.000000
| ALIGN=LEFT | alarm search distance (defunct?)
| ALIGN=LEFT | alarm search distance
|- align=center
|- align=center
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| BGCOLOR="#C80040" | 00 00 A0 42
| BGCOLOR="#C80040" | 00 00 A0 42
| 80.000000
| 80.000000
| ALIGN=LEFT | alarm enemy ignore distance (see below)
| ALIGN=LEFT | alarm enemy ignore distance
|- align=center
|- align=center
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| 0xA8
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| BGCOLOR="#FFCD96" | 00 00 00 00
| BGCOLOR="#FFCD96" | 00 00 00 00
| 0
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| ALIGN=LEFT | alarm enemy attack distance (see below)
| ALIGN=LEFT | alarm enemy attack distance
|- align=center
|- align=center
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| BGCOLOR="#C8C864" | 1E 00 00 00
| BGCOLOR="#C8C864" | 1E 00 00 00
| 30
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| ALIGN=LEFT | alarm damage threshold; don't exactly know what it is (see below)
| ALIGN=LEFT | alarm damage threshold
|- align=center
|- align=center
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| BGCOLOR="#C8C864" | 68 01 00 00
| BGCOLOR="#C8C864" | 68 01 00 00
| 360
| 360
| ALIGN=LEFT | alarm fight timer; see below
| ALIGN=LEFT | alarm fight timer
|}
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;alarm search distance
:area around AI, where engine checks if there is some console with 40 bit (see [[OBD:BINA/OBJC/CONS|CONS]]).
;Alarm enemy ignore distance
;Alarm enemy ignore distance
:This one specifies an "ignore range". Enemies which are inside this range are not ignored but AI doesn't attack them.  
:This one specifies an "ignore range". Enemies which are inside this range are not ignored but AI doesn't attack them.  
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:Specifies how long AI, which is running for the console, remembers someone hurt it. Until this timer runs away, AI doesn't tend to use console. It only stays in fight stance near console, ready to fight. If someone hurts AI which is running for the console, then escapes and then tries to hurt it again while this timer isn't finished yet, AI remembers him and initatively attacks him the moment he steps inside *Alarm enemy attack distance*.
:Specifies how long AI, which is running for the console, remembers someone hurt it. Until this timer runs away, AI doesn't tend to use console. It only stays in fight stance near console, ready to fight. If someone hurts AI which is running for the console, then escapes and then tries to hurt it again while this timer isn't finished yet, AI remembers him and initatively attacks him the moment he steps inside *Alarm enemy attack distance*.
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:Boy, that is ''so'' promising for CTF and Rugby... Thankee, Loser ^^
Whole alarm logic can be tripped by:
::[[User:Geyser|geyser]] 15:47, 17 December 2006 (CET)
* *ai2_doalarm* command (suitable for geyser's rugby)
:Now I can say whole alarm behavior is resurrected. When somebody sees you, he runs for an alarm. If you manage to outrace him, he fights with you, but keeps his eye on every chance for escaping and running for alarm again. When alarm is tripped, it alerts all AIs with proper alarm group number and they either hunt you (if you are inside their pursuit distance) or their alert level is raised to combat or high level.
* *run for alarm* (0b) behavior, altough this behavior alone does NOTHING, it just turns on *alarm search distance*. If there is no console with 40 bit in reach, AI stands still and just stares.
:I know there is still *Alarm search distance*, but we doesn't need it (there are plenty of other ways how to check that AI saw enemy and should run for alarm) plus it seems that both *Run For Alarm* behavior and *Run To Alarm* If no gun events are bugged in the same way and are defunct. Or there are missing labels "this is alarm console, you silly AI" in console files. I don't know and I think we can live without that. Or do you think about something else???
* *run to alarm* if no gun event ( only when AI is unarmed ), again it turns on *alarm search distance*, but this time AI can do normal actions (attack, hunt) if there is no 40 bit console within reach.
--[[User:Loser|Loser]] 13:43, 27 December 2006 (CET)
* ???Find alarm??? pm_pursue action, still unknown
 
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