271
edits
(Something about pursuing) |
|||
Line 128: | Line 128: | ||
| BGCOLOR="#EBEBEB" | 00 00 F0 42 | | BGCOLOR="#EBEBEB" | 00 00 F0 42 | ||
| 120.000000 | | 120.000000 | ||
| ALIGN=LEFT | | | ALIGN=LEFT | long/medium range; distance of the border between long and medium ranges; you can make it visible with the script command <FONT COLOR="#0000FF">ai2_showcombatranges = 1</FONT> | ||
|- VALIGN=TOP | |- VALIGN=TOP | ||
| BGCOLOR="#8C8CCC" | 01 00 00 00 | | BGCOLOR="#8C8CCC" | 01 00 00 00 | ||
Line 140: | Line 140: | ||
| BGCOLOR="#F0F096" | 00 00 20 42 | | BGCOLOR="#F0F096" | 00 00 20 42 | ||
| 40.000000 | | 40.000000 | ||
| ALIGN=LEFT | | | ALIGN=LEFT | medium/short range; distance of the border between medium and short ranges; you can make it visible with the script command <FONT COLOR="#0000FF">ai2_showcombatranges = 1 | ||
|- | |- | ||
| BGCOLOR="#00C864" | 00 00 48 43 | | BGCOLOR="#00C864" | 00 00 48 43 | ||
| 200.000000 | | 200.000000 | ||
| ALIGN=LEFT | pursuit distance | | ALIGN=LEFT | pursuit distance; see below for info | ||
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#808080" | |- ALIGN=CENTER VALIGN=TOP BGCOLOR="#808080" | ||
| COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Below follows the non-combatant part.</FONT> | | COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Below follows the non-combatant part.</FONT> | ||
Line 225: | Line 225: | ||
* ???Find alarm??? pm_pursue action, still unknown | * ???Find alarm??? pm_pursue action, still unknown | ||
---- | ---- | ||
;About pursuit distance | |||
First of all, pursuit is NOT when you have been seen and now running away. If you do that, AI is in *combat* mode, not *pursue* mode. You are pursued only when you have NOT been seen by central vision field (see [[OBD:ONCC|ONCC]]). So if some enemy does sound that touches AI's sound detection sphere, or when some enemy interferes with AI's peripheral vision field, AI goes into pursue mode with him. In this mode AI uses special behavior for investigating. According to the EXE, possibilities are (dunno if it is in proper order, it is raw EXE rip): | |||
:*Find Alarm | |||
:*Keep Looking | |||
:*Return To Job | |||
:*Glance | |||
:*Hunt - not implemented in Oni (accidentaly I have read error message in Manplant a few months ago saying that) | |||
:*Move | |||
:*Look | |||
:*Wait | |||
:*GoTo | |||
:*Forget | |||
While in pursuit mode, AI thanks to the pursuit distance decides what to do. If source of danger is inside pursuit distance, AI will run to the place where disturbing action was (GoTo mode) and then starts looking (Look or Glance modes). If source of danger lies out of the pursuit range, AI just turns to the position of it while being in Glance or Look mode. | |||
The behavior above doesn't have to be true for all AI. What to do and when is also decided by last values in [[OBD:BINA/OBJC/CHAR|CHAR]]. But it is still unknown how it works. | |||
---- | |||
==Blue Box Beta WMDD== | ==Blue Box Beta WMDD== | ||
http://www6.fh-eberswalde.de/user/dkriesch/oni/bina_combat.gif | http://www6.fh-eberswalde.de/user/dkriesch/oni/bina_combat.gif |
edits