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| '''CMBT "sorta improvement" project''' - discussion
| | table moved to [[OBD talk:BINA/OBJC/CMBT|CMBT talk]]. These tables will remain here for some time, then will be deleted... |
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| First of all, I plan to release whole CJBOcombat (object), not just parts. That way, it would be piece of cake for end user to import it via OUP.
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| Original combat profiles are:
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| {|{{Table}}
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| |-bgcolor=#ffddbb
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| !Name!!ID!!colspan=5|Behavior part!!colspan=5|Combat part!!colspan=4|Non-combatant part!!colspan=5|Alarm behavior
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| |-bgcolor=#ffddbb
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| ! ||
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| !long<br>range||medium<br>range||short<br>range||medium<br>retreat||long<br>retreat
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| !long/medium<br>range||medium/short<br>range||pursuit<br>range||melee<br>override||if no gun
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| !panic<br>hurt||panic<br>gunfire||panic<br>melee||panic<br>sight
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| !search<br>distance||enemy ignore<br>distance||enemy attack<br>distance||damage<br>treshold||fight<br>timer
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| |-align=center
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| !Stand_and_Fire
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| |0||colspan=5|hold and fire
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| ||120||40||200||if punched||melee
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| ||600||900||600||1200
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| ||300||80||0||30||300
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| |-align=center
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| !Sniper
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| |0xCF=207||colspan=5|hold and fire
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| ||200||20||10||no||melee
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| ||600||900||600||1200
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| ||300||80||0||30||300
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| |-align=center
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| !Take_my_Big_Black_Stuff
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| |3||colspan=5|stare
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| ||200||40||200||no||melee
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| ||600||900||600||1200
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| ||300||80||0||30||300
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| |-align=center
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| !Assault
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| |4||colspan=2|firing charge||hold and fire||firing charge||hold and fire
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| ||200||40||200||no||melee
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| ||600||900||600||1200
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| ||300||80||0||30||300
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| |-align=center
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| !Shoot_And_Fight
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| |2||firing charge||colspan=3|hold and fire||firing charge
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| ||200||40||400||if punched||melee
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| ||600||900||600||1200
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| ||1000||80||0||30||300
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| |-align=center
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| !Murder
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| |1||colspan=5|hold and fire
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| ||50||20||20||if punched||melee
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| ||600||900||600||1200
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| ||300||80||0||30||300
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| |-align=center
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| !Civilian
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| |5||colspan=5|stare
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| ||200||100||200||no||retreat
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| ||600||900||600||1200
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| ||300||80||0||30||300
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| |-align=center
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| !Pursuit
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| |6||colspan=2|firing charge||hold and fire||colspan=2|firing charge
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| ||200||40||0||if punched||melee
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| ||600||900||600||1200
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| ||300||80||0||30||300
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| |}
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| {| style="white-space:nowrap" width=100% | | {| style="white-space:nowrap" width=100% |
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| |} | | |} |
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| :I have to go now. This is NOT completed.
| | Talking moved to [[OBD talk:BINA/OBJC/CMBT|CMBT talk]]. |
| :CMBT has 19 combat profiles altogether, these are just first eight.
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| :But feel free to suggest some changes if you think it will be better then.
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| ::[[User:Loser|Loser]] 13:42, 25 July 2007 (CEST)
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| :Looking at your latest edits, you really did a great job, man...
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| :I wouldn't discuss the possibilities or plan the modding ''here''.
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| :For that I recommend the Talk pages of the respective resources.
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| ::[[User:Geyser|geyser]] 18:59, 25 July 2007 (CEST)
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| :About CMBT and MELE - public releases would of course be single OBJC.
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| :But for "experts" you could release single chunks: easier to work with.
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| :Or you can put such wiki-tables on display: maybe it's even better...
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| ::[[User:Geyser|geyser]] 18:59, 25 July 2007 (CEST)
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| :As for weapons: feel free to release ONWC with firing-spreads ASAP.
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| :Whatever tweaking is needed in the ONCC, it can be added later.
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| ::[[User:Geyser|geyser]] 18:59, 25 July 2007 (CEST)
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| :As for Rugby and CTF: the parameters are "still very promising".
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| :Maybe there's enough for me to get started, but I'm not sure yet.
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| :Tackling is good, but for Rugby there'll have to be sliding, too.
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| :Note that sliding is not the only option: running kicks work too.
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| ::[[User:Geyser|geyser]] 18:59, 25 July 2007 (CEST)
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| :Generally, I would recommend to add new CMBT/MELE/etc to the OBJC.
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| :It's better to test and to compare: just change an ID in the CHAR.
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| :Then, when you're done, you can keep the many profiles in the OBJC
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| :(just flip the IDs between the old MELEE/CMBT and the improved one)
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| ::[[User:Geyser|geyser]] 18:59, 25 July 2007 (CEST)
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| :As for the unknown parts of the TRAM, they're almost known now.
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| :The "danger zone" is a rough test for incoming melee attacks.
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| :The "extent" part is an additional, much finer collision test.
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| :It's not actually a real-time collision - more like prediction.
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| :The AI know where the damage-dealing volume will be.
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| :Depending on how close it "would come", they dodge/block/etc.
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| :There's not much room for improvement there, but it's OK.
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| ::[[User:Geyser|geyser]] 18:59, 25 July 2007 (CEST)
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