OBD talk:AKVA/0x24: Difference between revisions
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--[[User:Loser|Loser]] 20:36, 4 June 2012 (CEST) | --[[User:Loser|Loser]] 20:36, 4 June 2012 (CEST) | ||
{{OBD}} |
Latest revision as of 16:03, 4 May 2022
- See HERE for a few tools for two-way conversion of grids.
- The editable format is quite intuitive ASCII.
- Tile types are assumed to be 0-9.
- geyser 19:48, 1 May 2007 (CEST)
- Below are the grids that need fixing
level1
Hidden doors
XYZ | out-BNV | door | in-BNV |
---|---|---|---|
SE F3 | 66 | 13 | 165 |
SE F2 | 70 | 12 | 163 |
SSE F2 | 24 | 17 | 163 |
SE F1 | 0 | 11 | 161 |
SW F3 | 74 | 28 | 146 |
SW F2 | 72 | 29 | 143 |
SSW F2 | 30 | 23 | 143 |
SW F1 | 52 | 30 | 140 |
NW F3 | 75 | 64 | 151 |
NW F2 | 73 | 63 | 150 |
NNW F2 | 31 | 71 | 150 |
NW F1 | 53 | 62 | 147 |
NE F2 | 71 | 85 | 156 |
NNE F2 | 25 | 78 | 156 |
NE F1 | 1 | 84 | 154 |
- (see also OBD_talk:AGQG for fixing door-hiding quads)
- "inside" means towards the inside of the warehouse
- "west" is X+, "north" is Z+
- bottom floor is 1, top floor is 3 (US/Japan)
Other BNV
- 6, 26, 50 (impassable tiles on north side)
- 7, 51 (impassable tiles on south side)
- 153, 157, 160, 164 (weird border on east side)
- 141, 142, 148, 167 (weird border on west side)
- 209 (weird border on west side)
- 210, 211 (weird border on east side)
level2
- 7 (weird border on east side)
- 1 (weird border on west side)
- 45 (weird border on north side) (BNV too small)
level3
level4
level6
level8
level9
level10
level11
level12
level13
level14
level18
EFFECTS of various pathfinding grid tile types
Based on empiric observations. Further exact informations about tile effects would be very, very appreciated. Header of each section contains ID of the tile, color code of the tile (in brackets color used by Onisplit grids as follows: hue, saturation, value | red, green, blue) and internal name of the tile ripped from *.exe. Then, effects of the tile type are described.
- ID: 9 color: red (0, 100, 100 | 255, 0, 0) name: IMPASSABLE
- Serves as a "wall" mark.
- When in pathfinding mode, A.I. characters will always avoid "red tiled area" and will never try to run into it. If red tiles completely block the path to the desired destination, A.I. character runs as close as possible to the edge of "red tiled area" and stops there.
- When in "vector movement mode", that means for example active CMBT IfNoGun behavior retreat or firespread/projectile dodge, engine will attempt to navigate the A.I. character closely along the red tiled area if possible.
- Sometimes A.I. characters won't stop in time (due to neccessity to finish playing TRAM animations) and "dive" into red tiled area. If the red tiled area is thin (two/tree standard-size tiles) and nothing is physically blocking the path (no colliding geometry), then A.I. character "tunnels" through the red tiled area and continues its run as if nothing special ever happened. if the red tiled area is thick, then A.I. character gets trapped and both pathfinding and vector movement modes won't work (character will keep standing, will only rotate).
- The only "movement mode" which works deep inside red tiled area is MELE movmement, which means some enemy in close proximity (???extent length of attack TRAMs???) of the trapped A.I. character. Then this A.I. character will move in order to execute MELE techniques.
- ID: 8 color: orange (39, 100, 100 | 255, 165, 0) name: DANGER
- Serves as a "danger of falling over the edge" mark.
- When in pathfinding mode, A.I. characters will try to avoid "orange tiled area" as much as possible. However if orange tiles completely block the path to the desired destination and there is no other way, A.I. character will run through them. Thus A.I. cannot be "trapped" in orange tiled area.
- When in "vector movement mode", that means for example active CMBT IfNoGun behavior retreat or firespread/projectile dodge, engine will attempt to navigate the A.I. character closely along the orange tiled area. However, unless some TRAM accident occurs, A.I. character in "vector movement mode" will not attempt to cross through orange tiled area.
- In MELE mode, orange tile type affects technique weight. If a move within the technique would cause the A.I. character to come close to the orange tiled area or even to venture into it (the check is probably computed from extents of attack TRAMs in a MELE technique), this technique is first labeled as WORRY-FWD and then as DANGER-FWD.
- WORRY-FWD means that A.I. would end very close to the orange tiled area if this technique was executed. Under such conditions, engine waters down weight of the technique by some unknown multiplier. The guess is that the multiplier is not a constant but a dynamic value, ranging from "1.0" (no danger) down to "0.0" (technique would cause the A.I. to end in orange tiled area).
- DANGER-FWD means that A.I. would end in a orange tiled area if it used the technique. Weight of such a technique is decreased to zero (0). This is done to prevent A.I. characters from behaving dumb, i.e. executing such techniques which would cause them to fall over the edge (which happens anyway ^_^).
- Jumping techniques are excluded from WORRY/DANGER weight dimnish. That means if MELE profile contains techniques which utilize anyone of jump position moves (maneuver "jump" has unfortunately nothing to do with this feature), these techniques have a small chance to be executed, i.e. it is possible for A.I. characters to jump over small gaps. However, it looks like the code behind this gimmick is quite raw, so more than often A.I. characters either won't execute jump technique when they should or they try to execute it too late and first step into orange tiled area (which usually means they fall down ^_^).
- SPECULATION - maybe MELE technique flag "Fearless" has something to do effects of this tile type.
- ID: 7 color: dark green (120, 100, 150 | 0, 128, 0) name: STAIRS
- Serves as a transition tile type from slopes.
- Forces A.I. character to go into vector movement mode. It is used to smoothen transition from slopes (staircases) to flat ground. Without this tile type used, A.I. characters often stop for a while when they come from slope to a flat ground. With this tile type used, A.I. characters keep moving.
- A.I. characters tend to avoid dark green tiled areas in general, but if there is no other way, they go through. If dark green tiled area is large and there is no adjecent BNV nearby (as in case of transition from slope to flat ground), then there is a chance A.I. will get a bit stuck.
- Dark green tiles are taken as sort of a weak obstacle for vector type movement. A.I. characters won't enter it on its own, but once inside (and in vector movement mode), they won't get stuck but keep moving.
- ID: 6 color: dark blue (240, 100, 50 | 0, 0, 128) name: BORDER4
- Serves as a strongest "edge border" mark.
- If dark blue tiles are not surrounding orange tiles, they seem to be ignored by pathfinding movement mode.
- If dark blue tiles do surround orange tiles, then A.I. tries to keep outside of dark blue tiled area and runs along it.
- Dark blue tiles are taken as an obstacle for the vector type movement. A.I. characters won't enter it on its own, but once inside (and in vector movement mode), they won't get stuck but keep moving.
- ID: 5 color: blue (240, 100, 100 | 0, 0, 255) name: BORDER3
- Serves as a second strongest "edge border" mark.
- If blue tiles are not surrounding orange tiles (or dark blue tiles which surround orange tiles), they seem to be ignored by pathfinding movement mode.
- If blue tiles do surround orange tiles (or dark blue tiles which surround orange tiles), then A.I. tries to keep outside of the blue tiled area and runs along it.
- From empiric point of view these are identical and have same effects on A.I. characters as BORDER4 tiles. But these probably have their meaning for A.I. to to tell it that it is getting close to the edge but is still not right at the edge.
- If set in hierarchy as they are intended (orange, dark blue, blue), A.I. characters try to avoid this tile type and run along the edge of the blue tiled area (so they are at least one tile width away from the actual geometry edge).
- Blue tiles are taken as an obstacle for the vector type movement. A.I. characters won't enter it on its own, but once inside (and in vector movement mode), they won't get stuck but keep moving.
- ID: 4 color: green (120, 100, 100 | 0, 255, 0) name: SEMIPASSABLE
- Serves as a "wall border" mark.
- If green tiles are not surrounding red tiles, they seem to be ignored by pathfinding movement mode.
- If green tiles do surround red tiles, then A.I. tries to keep outside of green area and runs along it.
- When in pathfinding mode, A.I. characters try to not cross green tiled areas. However if there is no other way or at sharp turns, A.I. has no problems with passing through green tiled areas.
- Green tiles don't limit vector type movement. A.I. characters freely pass through green tiled areas while in vector movement mode.
- ID: 3 color: light blue (203, 46, 98 | 135, 206, 250) name: BORDER2
- Serves as the second "weakest edge border" mark.
- If light blue tiles are not surrounding orange tiles (or blue/dark blue tiles which surround orange tiles), they seem to be ignored by pathfinding movement mode.
- If light blue tiles do surround orange tiles (or blue/dark blue tiles which surround orange tiles), then A.I. tries to keep outside of the light blue tiled area and runs along it.
- If set in hierarchy as they are intended (orange, dark blue, blue, light blue), A.I. characters try to avoid this tile type and run along the edge of the light blue tiled area (so characters are at least two tile width away from the actual geometry edge).
- Light blue tiles don't limit vector type movement. A.I. characters freely pass through light blue tiled areas while in vector movement mode.
- ID: 2 color: lightest blue (195, 25, 90 | 173, 216, 230) name: BORDER1
- Serves as the weakest "edge border" mark.
- If the lightest blue tiles are not surrounding orange tiles (or light blue/blue/dark blue tiles which surround orange tiles), they seem to be ignored by pathfinding movement mode.
- If the lightest blue tiles do surround orange tiles (or light blue/blue/dark blue tiles which surround orange tiles), then A.I. tries to keep outside of the light blue tiled area and runs along it.
- If set in hierarchy as they are intended (orange, dark blue, blue, light blue, lightest blue), A.I. characters try to avoid this tile type and run along the edge of the lightest blue tiled area (so characters are at least three tile width away from the actual geometry edge).
- The lightest blue tiles don't limit vector type movement. A.I. characters freely pass through the lightest blue tiled areas while in vector movement mode.
- ID: 1 color: light green (120, 39, 93 | 144, 238, 144) name: NEARWALL
- Serves as a weaker "wall border" mark.
- If light green tiles are not surrounding red tiles (or green tiles which surround red tiles), they seem to be ignored by pathfinding movement mode.
- If light green tiles do surround red tiles (or green tiles which surround red tiles), then A.I. vaguely tries to keep outside of light green area and runs along it.
- When in pathfinding mode, A.I. characters have no problem with crossing through light green tiled areas. However if there is no specific need, A.I. characters somehow lazily try to stay out of light green tiled areas.
- Light green tiles don't limit vector type movement. A.I. characters freely pass through light green tiled areas while in vector movement mode.
- ID: 0 color: white (0, 0, 100 | 255, 255, 255) name: CLEAR
- Serves as a "clear space" mark.
- No special restricting effects.
- WHITE POWER!!! ^_^
--Loser 20:36, 4 June 2012 (CEST)