AE talk:Projectile awareness: Difference between revisions

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:::::It might be broken for multiple enemies '^_^. Test it with one enemy, and if that works, I'll work on seeing if i can improve it. If it doesn't work, there isn't much I can do, you are using the same particle as me. Also, you are sure your AI logic isn't screwing anything up? [[User:Gumby|Gumby]]
:::::It might be broken for multiple enemies '^_^. Test it with one enemy, and if that works, I'll work on seeing if i can improve it. If it doesn't work, there isn't much I can do, you are using the same particle as me. Also, you are sure your AI logic isn't screwing anything up? [[User:Gumby|Gumby]]
As far as I know, AI2 sometimes ignores dead bomber's particle, sometimes not. Try it multiple times. EDIT: And maybe shorten diameter of danger sphere, it may help (nothing guaranteed) --[[User:Loser|Loser]] 14:55, 29 December 2008 (CET)
As far as I know, AI2 sometimes ignores dead bomber's particle, sometimes not. Try it multiple times. EDIT: And maybe shorten diameter of danger sphere, it may help (nothing guaranteed) --[[User:Loser|Loser]] 14:55, 29 December 2008 (CET)
: Well here is another example, Muro does dance around, but he still stays close to the bomber.  Gumby, is this how your AI reacts?  Loser, where would I find the danger sphere? http://edt.oni2.net/mov/MuroDodge.wmv  Thanks [[User:EdT|EdT]]

Revision as of 05:28, 30 December 2008

Loser: I was testing the fix for particle awareness on the Mac and it works. But when I tried to fix the mad bomber by modifying BINA3RAPmad_p04.oni, using your instructions, it still does not work. http://edt.oni2.net/mov/nofixbomber.wmv

I also adjusted the AI logic as follows:

       <AIFlags>6</AIFlags>
       <AIRotationSpeed>2</AIRotationSpeed>
       <MinFallenTime>20</MinFallenTime>
       <MaxFallenTime>30</MaxFallenTime>
       <NoticeFiringSpread>0</NoticeFiringSpread>
       <MinFiringSpreadDodgeAmount>1</MinFiringSpreadDodgeAmount>
       <MaxFiringSpreadDodgeAmount>1</MaxFiringSpreadDodgeAmount>
       <Unknown>
           <Offset_0140>0.5</Offset_0140>
           <Offset_0144>25</Offset_0144>
           <Offset_0148>1</Offset_0148>
           <Offset_014C>0</Offset_014C>
           <Offset_0150>5</Offset_0150>
           <Offset_0154>15</Offset_0154>
           <Offset_0158>60</Offset_0158>
       </Unknown>

Any ideas? EdT 04:47, 26 December 2008 (CET)

EdT, the mad bomber fix is mine. Try using active characters. Of course they don't do anything if they are inactive, your characters didn't even see the danger. Gumby
Gumby, I had an AI fight the Mad Bomber but the AI still did not run away before he exploded. If you have time, can you post a video of how your AI reacts. Thanks EdT 23:10, 28 December 2008 (CET)
Damn, I forgot to add the attractor :P. Try it again, with <HasAttractor>true</HasAttractor> and the Attractor tags changed. Gumby
Well it works slightly better... but the AI doesn't really run away from the bomber http://edt.oni2.net/mov/sortadodge.wmv EdT
It might be broken for multiple enemies '^_^. Test it with one enemy, and if that works, I'll work on seeing if i can improve it. If it doesn't work, there isn't much I can do, you are using the same particle as me. Also, you are sure your AI logic isn't screwing anything up? Gumby

As far as I know, AI2 sometimes ignores dead bomber's particle, sometimes not. Try it multiple times. EDIT: And maybe shorten diameter of danger sphere, it may help (nothing guaranteed) --Loser 14:55, 29 December 2008 (CET)

Well here is another example, Muro does dance around, but he still stays close to the bomber. Gumby, is this how your AI reacts? Loser, where would I find the danger sphere? http://edt.oni2.net/mov/MuroDodge.wmv Thanks EdT