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Line 179: | Line 179: | ||
| BGCOLOR="#C80040" | 00 00 96 43 | | BGCOLOR="#C80040" | 00 00 96 43 | ||
| 300.000000 | | 300.000000 | ||
| ALIGN=LEFT | alarm search distance | | ALIGN=LEFT | alarm search distance | ||
|- align=center | |- align=center | ||
| 0xA4 | | 0xA4 | ||
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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 | | ALIGN=LEFT | alarm enemy ignore distance | ||
|- align=center | |- align=center | ||
| 0xA8 | | 0xA8 | ||
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| BGCOLOR="#FFCD96" | 00 00 00 00 | | BGCOLOR="#FFCD96" | 00 00 00 00 | ||
| 0 | | 0 | ||
| ALIGN=LEFT | alarm enemy attack distance | | ALIGN=LEFT | alarm enemy attack distance | ||
|- align=center | |- align=center | ||
| 0xAC | | 0xAC | ||
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| BGCOLOR="#C8C864" | 1E 00 00 00 | | BGCOLOR="#C8C864" | 1E 00 00 00 | ||
| 30 | | 30 | ||
| ALIGN=LEFT | alarm damage threshold | | ALIGN=LEFT | alarm damage threshold | ||
|- align=center | |- align=center | ||
| 0xB0 | | 0xB0 | ||
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| BGCOLOR="#C8C864" | 68 01 00 00 | | BGCOLOR="#C8C864" | 68 01 00 00 | ||
| 360 | | 360 | ||
| ALIGN=LEFT | alarm fight timer | | ALIGN=LEFT | alarm fight timer | ||
|} | |} | ||
;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*. | ||
---- | ---- | ||
: | Whole alarm logic can be tripped by: | ||
* *ai2_doalarm* command (suitable for geyser's rugby) | |||
* *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. | |||
* *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. | |||
* ???Find alarm??? pm_pursue action, still unknown | |||
---- | ---- | ||
edits