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{{OBD OBJC Header|align=center|type=CMBT|prev=CHAR|next=CONS|name=Combat profile|onistuff=b_cb}}
{{OBD OBJC Header | align=center | type=CMBT | prev=CHAR | next=CONS | name=Combat Profile | stuff=b_cb}}




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==File description==
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===General settings===
http://www6.fh-eberswalde.de/user/dkriesch/onistuff/images/bin_r_cb.gif
[[image:bin_r_cb.gif]]




{|{{OBDtable}}
{{Table}}
|align=center|
{{OBDth}}
{|{{OBDtable}}
{{OBDtr| 0x00 | 4CC      |FF0000| 43 4A 42 4F | OBJC      | objects }}
|- ALIGN=CENTER BGCOLOR="#FFDDBB"
{{OBDtr| 0x04 | int32    |FFFF00| B0 0D 00 00 | 35628    | length (in bytes) to end of OBJC from here }}
| WIDTH=15% | <B>Raw hex</B>
{{OBDtr| 0x08 | int32    |00FF00| 27 00 00 00 | 39        | object list version }}
| WIDTH=15% | <B>Value</B>
{{OBDtr| 0x0C | int32    |00FFFF| B4 00 00 00 | 180      | size of the following object in bytes }}
| WIDTH=70% | <B>Meaning</B>
{{OBDtrBK|First object (black outline)}}
|-
{{OBDtr| 0x00 | 4CC      |FFC8C8| 54 42 4D 43 | TBMC     | combat }}
| BGCOLOR="#FFC8C8" | 54 42 4D 43
{{OBDtr| 0x04 | int32    |FFFFC8| 70 01 00 00 | 368       | object ID }}
| TBMC
{{OBDtr| 0x08 | int32    |C8FFC8| 00 00 00 00 | 0         | object flags }}
| ALIGN=LEFT | combat
{{OBDtr| 0x0C | float    |C8FFFF| 13 55 5F C3 |-223.332321| x-position of handle }}
|-
{{OBDtr| 0x10 | float    |C8FFFF| D4 A8 8E 41 | 17.832436 | y-position of handle }}
| BGCOLOR="#FFFFC8" | 70 01 00 00
{{OBDtr| 0x14 | float    |C8FFFF| C3 05 E9 C2 |-116.511253| z-position of handle }}
| 368
{{OBDtr| 0x18 | float    |FFC8FF| 00 00 00 00 | 0.000000 | x-rotation of handle in degrees }}
| ALIGN=LEFT | old file ID
{{OBDtr| 0x1C | float    |FFC8FF| 00 00 00 00 | 0.000000 | y-rotation of handle in degrees }}
|-
{{OBDtr| 0x20 | float    |FFC8FF| 00 00 00 00 | 0.000000 | z-rotation of handle in degrees }}
| BGCOLOR="#C8FFC8" | 00 00 00 00
{{OBDtr2|0x24 | char[64] |FFC800| Stand_and_Fire         | name }}
| 0
{{OBDtr| 0x64 | int32    |C800C8| 00 00 00 00 | 0         | combat ID (looked up from [[OBD:BINA/OBJC/CHAR|Character.BINA]]) }}
| ALIGN=LEFT | unknown
|-
| BGCOLOR="#C8FFFF" | 13 55 5F C3
| -223.332321
| ALIGN=LEFT | x-position of ???
|-
| BGCOLOR="#C8FFFF" | D4 A8 8E 41
| 17.832436
| ALIGN=LEFT | y-position (height) of ???
|-
| BGCOLOR="#C8FFFF" | C3 05 E9 C2
| -116.511253
| ALIGN=LEFT | z-position of ???
|-
| BGCOLOR="#FFC8FF" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | rotation on the x-axis in degrees
|-
| BGCOLOR="#FFC8FF" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | rotation on the y-axis in degrees
|-
| BGCOLOR="#FFC8FF" | 00 00 00 00
| 0.000000
| ALIGN=LEFT | rotation on the z-axis in degrees
|-
| BGCOLOR="#FFC800" COLSPAN=2 | <TT>Stand_and_Fire</TT>
| ALIGN=LEFT | space for notes
|-
| BGCOLOR="#C800C8" | 00 00 00 00
| 0
| ALIGN=LEFT | combat ID (looked up from [[OBD:BINA/OBJC/CHAR|CJBO'''Character'''.BINA]])
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#808080"
| COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Below follows the behavior part.</FONT>
|- VALIGN=TOP
| BGCOLOR="#C87C64" | 02 00 00 00
| 2
| ALIGN=LEFT | long range behavior; the following behavior values are possible (values in dec):<BR>&nbsp;<BR>
{| BORDER=0 CELLPADDING=0 CELLSPACING=0
|- VALIGN=TOP
| ALIGN=RIGHT | 0 -&nbsp;
| none
|- VALIGN=TOP
| ALIGN=RIGHT | 1 -&nbsp;
| stare
|- VALIGN=TOP
| ALIGN=RIGHT | 2 -&nbsp;
| hold and fire
|- VALIGN=TOP
| ALIGN=RIGHT | 3 -&nbsp;
| firing charge
|- VALIGN=TOP
| ALIGN=RIGHT | 4 -&nbsp;
| melee
|- VALIGN=TOP
| ALIGN=RIGHT | 5 -&nbsp;
| Barabbas shoot
|- VALIGN=TOP
| ALIGN=RIGHT | 6 -&nbsp;
| Barabbas advance
|- VALIGN=TOP
| ALIGN=RIGHT | 7 -&nbsp;
| Barabbas melee
|- VALIGN=TOP
| ALIGN=RIGHT | 8 -&nbsp;
| Superninja fireball
|- VALIGN=TOP
| ALIGN=RIGHT | 9 -&nbsp;
| Superninja advance
|- VALIGN=TOP
| ALIGN=RIGHT | 10 -&nbsp;
| Superninja melee
|- VALIGN=TOP
| ALIGN=RIGHT | 11 -&nbsp;
| run for alarm (not used in Oni)
|- VALIGN=TOP
| ALIGN=RIGHT | 12 -&nbsp;
| Mutant Muro melee
|- VALIGN=TOP
| ALIGN=RIGHT | 13&nbsp;-&nbsp;
| Muro thunderbolt
|}<BR>&nbsp;
|-
| BGCOLOR="#B0C3D4" | 02 00 00 00
| 2
| ALIGN=LEFT | medium range behavior; values as above
|-
| BGCOLOR="#E7CEA5" | 02 00 00 00
| 2
| ALIGN=LEFT | hand to hand behavior (short range behavior); values as above
|-
| BGCOLOR="#FFDDDD" | 02 00 00 00
| 2
| ALIGN=LEFT | medium retreat behavior; values as above
|-
| BGCOLOR="#64AAAA" | 02 00 00 00
| 2
| ALIGN=LEFT | long retreat behavior; values as above
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#808080"
| COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Below follows the combat part.</FONT>
|-
| BGCOLOR="#EBEBEB" | 00 00 F0 42
| 120.000000
| ALIGN=LEFT | maximal combat range; you can make it visible with the script command <FONT COLOR="#0000FF">ai2_showcombatranges = 1</FONT>
|- VALIGN=TOP
| BGCOLOR="#8C8CCC" | 01 00 00 00
| 1
| ALIGN=LEFT | melee overide; when 1 or higher, AI automatically switches from gunfire to melee on short distance; the following values are possible (values in dec):<BR>&nbsp;<BR>0 - no<BR>1 - if punched<BR>2 - (canceled)<BR>3 - short range<BR>4 - medium range<BR>5 - always melee<BR>&nbsp;
|- VALIGN=TOP
| BGCOLOR="#FF00C8" | 00 00 00 00
| 0
| ALIGN=LEFT | if no gun; ( when 1, AI tries to run if they don't hold weapon) (when 2, unknown) (when 3 and higher, they stand and seems to have no pathfinding logic); the following values are possible (values in dec):<BR>&nbsp;<BR>0 - melee<BR>1 - retreat<BR>2 - run to alarm<BR>&nbsp;
|-
| BGCOLOR="#F0F096" | 00 00 20 42
| 40.000000
| ALIGN=LEFT | minimal combat range; you can make it visible with the script command <FONT COLOR="#0000FF">ai2_showcombatranges = 1
|-
| BGCOLOR="#00C864" | 00 00 48 43
| 200.000000
| ALIGN=LEFT | pursuit distance
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#808080"
| COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Below follows the non-combatant part.</FONT>
|-
| BGCOLOR="#00C8FF" | 58 02 00 00
| 600
| ALIGN=LEFT | panic hurt (time in 1/60 seconds)
|-
| BGCOLOR="#00C8FF" | 84 03 00 00
| 900
| ALIGN=LEFT | panic gunfire (time in 1/60 seconds)
|-
| BGCOLOR="#00C8FF" | 58 02 00 00
| 600
| ALIGN=LEFT | panic melee (time in 1/60 seconds)
|-
| BGCOLOR="#00C8FF" | B0 04 00 00
| 1200
| ALIGN=LEFT | panic sight (time in 1/60 seconds)
|}
|}
===Behavior part===
{{Table}}
{{OBDth}}
{{OBDtr| 0x68 | int32    |C87C64| 02 00 00 00 | 2        | long range behavior; the following values are possible (values in dec):
:00 - none
:01 - stare
:02 - hold and fire
:03 - firing charge
:04 - melee
:05 - Barabbas shoot
:06 - Barabbas advance
:07 - Barabbas melee
:08 - Superninja fireball
:09 - Superninja advance
:10 - Superninja melee
:11 - run for alarm (not used in Oni)
:12 - Mutant Muro melee
:13 - Muro thunderbolt
}}
{{OBDtr| 0x6C | int32    |B0C3D4| 02 00 00 00 | 2        | medium range behavior; values as above }}
{{OBDtr| 0x70 | int32    |E7CEA5| 02 00 00 00 | 2        | short range behavior (hand to hand behavior); values as above }}
{{OBDtr| 0x74 | int32    |FFDDDD| 02 00 00 00 | 2        | medium retreat behavior; values as above }}
{{OBDtr| 0x78 | int32    |64AAAA| 02 00 00 00 | 2        | long retreat behavior; values as above }}
|}
|}




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===Combat part===
==Alarm behavior==
{{Table}}
These settings affect the behavior of an AI that's running for a console (e.g., script command '''ai2_doalarm''').
{{OBDth}}
{{OBDtr| 0x7C | float    |EBEBEB| 00 00 F0 42 | 120.000000| long/medium range; distance of the border between long and medium ranges; you can make it visible with the script command *ai2_showcombatranges <nowiki>=</nowiki> 1* }}
{{OBDtr| 0x80 | int32    |8C8CCC| 01 00 00 00 | 1        | melee override; see below; the following values are possible:
 
:0 - nothing
:1 - if punched
:2 - (canceled)
:3 - short Crange
:4 - medium range
:5 - always melee
}}
{{OBDtr| 0x84 | int32    |FF00C8| 00 00 00 00 | 0        | if no gun; behavior of AI which doesn't have a gun in its hand ( but can have it holstered); the following values are possible:
 
:0 - melee
:1 - retreat
:2 - run to alarm
}}
{{OBDtr| 0x88 | float    |F0F096| 00 00 20 42 | 40.000000 | medium/short range; distance of the border between medium and short ranges; you can make it visible with the script command *ai2_showcombatranges <nowiki>=</nowiki> 1* }}
{{OBDtr| 0x8C | float    |00C864| 00 00 48 43 | 200.000000| pursuit distance; see below for info }}
|}
 
 
===Non-combatant part===
{{Table}}
{{OBDth}}
{{OBDtr| 0x90 | int32    |00C8FF| 58 02 00 00 | 600      | panic hurt (time in 1/60 seconds) }}
{{OBDtr| 0x94 | int32    |00C8FF| 84 03 00 00 | 900      | panic gunfire (time in 1/60 seconds) }}
{{OBDtr| 0x98 | int32    |00C8FF| 58 02 00 00 | 600      | panic melee (time in 1/60 seconds) }}
{{OBDtr| 0x9C | int32    |00C8FF| B0 04 00 00 | 1200      | panic sight (time in 1/60 seconds) }}
|}
 


;Offsets relative to start of CMBT chunk
===Alarm part===
{{Table}}
{{Table}}
{{OBD_Table_Header}}
{{OBDth}}
|- align=center
{{OBDtr| 0xA0 | float   |C80040| 00 00 96 43 | 300.000000| alarm search distance }}
| 0xA0
{{OBDtr| 0xA4 | float   |C80040| 00 00 A0 42 | 80.000000 | alarm enemy ignore distance }}
| float
{{OBDtr| 0xA8 | float   |FFCD96| 00 00 00 00 | 0.000000  | alarm enemy attack distance }}
| BGCOLOR="#C80040" | 00 00 96 43
{{OBDtr| 0xAC | int32    |C8C864| 1E 00 00 00 | 30       | alarm damage threshold }}
| 300.000000
{{OBDtr| 0xB0 | int32    |C8C864| 68 01 00 00 | 360       | alarm fight timer }}
| ALIGN=LEFT | alarm search distance (defunct?)
|- align=center
| 0xA4
| float
| BGCOLOR="#C80040" | 00 00 A0 42
| 80.000000
| ALIGN=LEFT | alarm enemy ignore distance (see below)
|- align=center
| 0xA8
| float
| BGCOLOR="#FFCD96" | 00 00 00 00
| 0
| ALIGN=LEFT | alarm enemy attack distance (see below)
|- align=center
| 0xAC
| long
| BGCOLOR="#C8C864" | 1E 00 00 00
| 30
| ALIGN=LEFT | alarm damage threshold; don't exactly know what it is (see below)
|- align=center
| 0xB0
| long
| BGCOLOR="#C8C864" | 68 01 00 00
| 360
| ALIGN=LEFT | alarm fight timer; see below
|}
|}


These settings affect the behavior of an AI that's running for a console (e.g., script command *ai2_doalarm*). For an example of how flexible the AI is when using alarm behavior, see [https://www.youtube.com/watch?v=CkzguNxjGEs this demo from Loser] where an AI completes Chapter 1.
;alarm search distance
:area around AI, where engine checks if there is some console with 40 bit (see [[OBD:BINA/OBJC/CONS|CONS]]).
;Alarm enemy ignore distance
;Alarm enemy ignore distance
:This one specifies an "ignore range". Enemies which are inside this range are not ignored but AI doesn't attack them.  
:This one specifies an "ignore range". Enemies which are inside this range are not ignored but AI doesn't attack them.  
Line 217: Line 113:
:Specifies how long AI, which is running for the console, remembers someone hurt it. Until this timer runs away, AI doesn't tend to use console. It only stays in fight stance near console, ready to fight. If someone hurts AI which is running for the console, then escapes and then tries to hurt it again while this timer isn't finished yet, AI remembers him and initatively attacks him the moment he steps inside *Alarm enemy attack distance*.
:Specifies how long AI, which is running for the console, remembers someone hurt it. Until this timer runs away, AI doesn't tend to use console. It only stays in fight stance near console, ready to fight. If someone hurts AI which is running for the console, then escapes and then tries to hurt it again while this timer isn't finished yet, AI remembers him and initatively attacks him the moment he steps inside *Alarm enemy attack distance*.
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:Boy, that is ''so'' promising for CTF and Rugby... Thankee, Loser ^^
Whole alarm logic can be tripped by:
::[[User:Geyser|geyser]] 15:47, 17 December 2006 (CET)
* *ai2_doalarm* command (suitable for geyser's rugby)
:Now I can say whole alarm behavior is resurrected. When somebody sees you, he runs for an alarm. If you manage to outrace him, he fights with you, but keeps his eye on every chance for escaping and running for alarm again. When alarm is tripped, it alerts all AIs with proper alarm group number and they either hunt you (if you are inside their pursuit distance) or their alert level is raised to combat or high level.
* *run for alarm* (0b) behavior, altough this behavior alone does NOTHING, it just turns on *alarm search distance*. If there is no console with 40 bit in reach, AI stands still and just stares.
:I know there is still *Alarm search distance*, but we doesn't need it (there are plenty of other ways how to check that AI saw enemy and should run for alarm) plus it seems that both *Run For Alarm* behavior and *Run To Alarm* If no gun events are bugged in the same way and are defunct. Or there are missing labels "this is alarm console, you silly AI" in console files. I don't know and I think we can live without that. Or do you think about something else???
* *run to alarm* if no gun event ( only when AI is unarmed ), again it turns on *alarm search distance*, but this time AI can do normal actions (attack, hunt) if there is no 40 bit console within reach.
--[[User:Loser|Loser]] 13:43, 27 December 2006 (CET)
* ???Find alarm??? pm_pursue action, still unknown
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==Further info==
===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
What AI does while in pursuit mode depends on the last values in [[OBD:BINA/OBJC/CHAR|CHAR]].Go there for further info.


So...what is the pursuit distance??? It is distance that is AI allowed to travel from its original location for *pursue* purposes. Set it high and AI can run through whole level if it hears or spots something. Set it low and AI will do just a few steps in a direction of disturbing action.
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==Blue Box Beta WMDD==
===About melee override===
http://www6.fh-eberswalde.de/user/dkriesch/oni/bina_combat.gif
First something about minimal shooting distance.It is in the [[OBD:ONWC|ONWC]] and determines closest range for AI to fire that weapon. If enemy goes closer, AI stops shooting and tends to run away until it reahes minimal shooting distance again.
Now if you set this minimal shooting distance higher than it is originally (for example try 200) you can have some fun chasing AIs as they are running away from you.
 
Point is that if you set melee override to some range (for example 03 - short range) and then try it, you will see that the moment you are closer than minimal shooting distance AND you are in range which enables it (short range in this example) AI will switch to melee mode instead of running away.
 
So you can make short range for example 200 units big and set min.shoot.dist. 100 units big and have melee override 03 -short range. AI will then shoot at you even if you are inside short range, but the moment you ecounter min.shoot.dist. it switches to melee.
 
How it switches back to weapon when you run away back into min.shoot.dist. is not clear. So far it happens automatically after some time. Where is timer for that??? Let us know, if you know....
 
--[[User:Loser|Loser]] 09:03, 29 July 2007 (CEST)
 
Try using ai2_report on a character, I noticed a timer next to the mode or something of that sort - Gumby :)
 
==Dialogs from level0_Tools==
 
[[Image:Tool dialog - Choose Combat.png]]
 
 
[[Image:Tool dialog - Edit Combat.png]]
 


{{OBD OBJC Footer | type=CMBT | prev=CHAR | next=CONS | name=Combat profile | family=Level}}


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{{OBD}}
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{{OBD TXT|align=center|size=2|onistuff=bina_combat}}
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{{OBD OBJC Footer|align=center|type=CMBT|prev=CHAR|next=CONS|name=Combat profile}}