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  • ..." for the timer value should cause an AI to stop panicking, and passing no timer value should mean "panic forever".
    298 bytes (49 words) - 22:06, 11 May 2017
  • -Short at 0x1E : jetpack timer, in frames The jetpack timer we want to set to something livin' large, so that we can fly around for as
    5 KB (832 words) - 01:44, 5 March 2023
  • {{OBDtr| 0x138 | float |8C8CCC| 00 00 80 3F | 1.000000 | dodge timer; for how long should AI2 maintain dodge vector when it was created. From wh ...along and continue dodging. However, if vector aims directly into line of stop-dodge tiles (90°), then AI2 stops at the line and "waits" until vector dis
    9 KB (1,381 words) - 00:44, 11 October 2016
  • *c01_50_90 Stop that Syndicate agent before he reaches an alarm! ===Timer===
    11 KB (1,798 words) - 21:46, 6 April 2023
  • ...the AI with this weapon switches to melee for a time specified in a *fight timer* field. ...the AI with this weapon switches to melee for a time specified in a *fight timer* field.
    14 KB (2,128 words) - 16:54, 6 March 2024
  • |"set the number of events before the AI will stop ignoring"||?? |"set the delay timer before the AI forgets about ignored events"||??
    6 KB (885 words) - 15:33, 7 November 2022
  • {{OBDtr| 0x01C | int16 |00FFFF| 07 00 | 7 | fall timer (always 7) (mostly unused, see below) }} ;Fall speed and timer
    27 KB (3,548 words) - 19:08, 29 February 2024
  • *ai2_panic [ai_name:string | script_id:int] timer:int - makes an AI panic or not panic - ai2_panic A1_s_red02 300 ...right|This picture shows the layout of the "flags" used by cinematic_start/stop's start:int and end parameters.]]
    44 KB (7,703 words) - 19:12, 29 February 2024
  • |Stop recording |Camera recording stop
    22 KB (3,498 words) - 15:44, 6 December 2023
  • ...he game decides either to let the character slide along the obstacle or to stop the character completely until the angle of the AI's vector of movement cha ...ed via BSL's ai2_setalert or with the passage of time (the location of the timer settings is unknown, maybe hardcoded).
    83 KB (14,177 words) - 19:32, 29 February 2024
  • ...face-to-face, src run + tgt run) can be omitted as the AI would most often stop movement for actual combat? Animations never stop – they flow from one to another. (See the concept of [[wp:Finite-state ma
    60 KB (8,825 words) - 19:01, 29 February 2024
  • ;"Stop or I'll shoot" The security guard's lines in the State building are kind of silly. "Stop, or I'll shoot". He shoots no matter what you do...>_> --[[User:Gumby|Gumby
    26 KB (4,552 words) - 20:14, 19 December 2023
  • |"set the number of events before the AI will stop ignoring"||?? |"set the delay timer before the AI forgets about ignored events"||??
    26 KB (4,055 words) - 20:16, 15 April 2023
  • | <Timer> ...ld>. If the AI is alerted and has already received damage within the last <Timer> ticks, they will not play a hurt sound. If the AI is ''not'' in an alerted
    33 KB (4,606 words) - 02:34, 26 October 2023
  • ...ay you just defeated an opponent strapped with C4 hooked to a three-second timer. As he's dropping, he activates the self-destruct. You'd think Konoko would ...racters just kind of gently float to the ground sometimes, and immediately stop moving when touching said ground, which is not how it works in real life --
    34 KB (6,023 words) - 17:42, 11 October 2023