Modding brainstorms: Difference between revisions

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==AI improvements==
==AI improvements==
;Ninja dodging
;Ninja dodging
I don't know if this was a "manufactured" shot or not, but it's still awesome: http://geyser.oni2.net/genesis/screenshots/_oni_07.jpg
I don't know if [http://geyser.oni2.net/genesis/screenshots/_oni_07.jpg this] was a "manufactured" shot or not, but it's still awesome. Now, Loser has already gotten basic dodging working; what would it take to specifically get ninjas to either "ninja-slide" or jump as a form of dodging fire? Also, that jumping dude is ''really'' jumping. How would the game play out if the ninjas actually did have greater leaping ability than Konoko? It would make sense, wouldn't it? Especially if they're androids as ''some'' people like to think ;-) --'''Iritscen'''
 
Loser has already gotten basic dodging working; what would it take to specifically get ninjas to either "ninja-slide" or jump as a form of dodging fire? Also, that jumping dude is ''really'' jumping. How would the game play out if the ninjas actually did have greater leaping ability than Konoko? It would make sense, wouldn't it? Especially if they're androids as ''some'' people like to think ;-) --'''Iritscen'''


:NOTE: Ninjas actually jump higher than Konoko if they use "jetpack timer" powered jump as well (hold spacebar). According to my observations (only empiric - nothing proven) there is probably bug in AI2 code. AI2 computes distance of far jump as if char used jetpacked jump, yet AI2 for some reason CANNOT do more than tap jump.
:NOTE: Ninjas actually jump higher than Konoko if they use "jetpack timer" powered jump as well (hold spacebar). According to my observations (only empiric - nothing proven) there is probably bug in AI2 code. AI2 computes distance of far jump as if char used jetpacked jump, yet AI2 for some reason CANNOT do more than tap jump.
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::So it looks like there's two things worth looking into (second one may be too hard, I realize, but this is all hypothetical):
::So it looks like there's two things worth looking into (second one may be too hard, I realize, but this is all hypothetical):
::- Can we get AI2 to do more than a tap jump? (P.S.: Can ninjas actually jump as high as seen in that picture?) -- --[[User:Iritscen|iritscen]] 20:10, 13 November 2008 (CET)
::- Can we get AI2 to do more than a tap jump? (P.S.: Can ninjas actually jump as high as seen in that picture?) --[[User:Iritscen|iritscen]] 20:10, 13 November 2008 (CET)
::- Are we sure that nothing short of engine patching would allow cool dodge moves? If the AI knows when it's being fired at, is there some way to add to the dodging routines links to the animations for side-rolls/slides and high jumps (for ninjas)? --[[User:Iritscen|iritscen]] 20:10, 13 November 2008 (CET)
::- Are we sure that nothing short of engine patching would allow cool dodge moves? <strike>If the AI knows when it's being fired at, is there some way to add to the dodging routines links to the animations for side-rolls/slides and high jumps (for ninjas)?</strike> Actually, I thought a little more about what you said, and it seems that what I'm proposing here is impossible to do without actually altering code. --[[User:Iritscen|iritscen]] 20:10, 13 November 2008 (CET)
 


riddles for engine patchers:
riddles for engine patchers:
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::*2) You see AI shooting at you with w3_phr. You dodge shots while approaching this enemy, but at certain distance, AI HOLSTERS ITS WEAPON (not holding it in hand) and fights with you. If you try to run away or somehow you cross requred distance, AI unholsters and fires again.
::*2) You see AI shooting at you with w3_phr. You dodge shots while approaching this enemy, but at certain distance, AI HOLSTERS ITS WEAPON (not holding it in hand) and fights with you. If you try to run away or somehow you cross requred distance, AI unholsters and fires again.
::*3) You fight with AI from case 2). This AI manages to knockdown you. Now when you enter knockdown animation, AI automaticaly unholsters its weapon and fires at you. You get up as quickly as possible. The moment you start getting up, AI holsters and continues fighting you with MELEE.
::*3) You fight with AI from case 2). This AI manages to knockdown you. Now when you enter knockdown animation, AI automaticaly unholsters its weapon and fires at you. You get up as quickly as possible. The moment you start getting up, AI holsters and continues fighting you with MELEE.
:::Ah, I see, that is a good idea. --[[User:Iritscen|iritscen]] 20:45, 13 November 2008 (CET)


'''Smart jumping'''
'''Smart jumping'''
:Add this as flag in ONCC. If set, this AI tries systematicaly (not MELEE randomly) to jump across gaps it can pass in order to reach its enemy.
:Add this as flag in ONCC. If set, this AI tries systematicaly (not MELEE randomly) to jump across gaps it can pass in order to reach its enemy.