OBD:BINA/OBJC/CMBT: Difference between revisions

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added family to footer template call
(Something about pursuing)
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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 | long/medium range; distance of the border between long and medium ranges; 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 | medium/short range; distance of the border between medium and short ranges; 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; see below for info
|- 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
|- align=center
| 0xA4
| float
| BGCOLOR="#C80040" | 00 00 A0 42
| 80.000000
| ALIGN=LEFT | alarm enemy ignore distance
|- align=center
| 0xA8
| float
| BGCOLOR="#FFCD96" | 00 00 00 00
| 0
| ALIGN=LEFT | alarm enemy attack distance
|- align=center
| 0xAC
| long
| BGCOLOR="#C8C864" | 1E 00 00 00
| 30
| ALIGN=LEFT | alarm damage threshold
|- align=center
| 0xB0
| long
| BGCOLOR="#C8C864" | 68 01 00 00
| 360
| ALIGN=LEFT | alarm fight timer
|}
|}


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
;alarm search distance
:area around AI, where engine checks if there is some console with 40 bit (see [[OBD:BINA/OBJC/CONS|CONS]]).
:area around AI, where engine checks if there is some console with 40 bit (see [[OBD:BINA/OBJC/CONS|CONS]]).
Line 225: Line 119:
* ???Find alarm??? pm_pursue action, still unknown
* ???Find alarm??? pm_pursue action, still unknown
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;About pursuit distance
 
==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):
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
:*Find Alarm
Line 237: Line 133:
:*GoTo
:*GoTo
:*Forget
:*Forget
While in pursuit mode, AI thanks to the pursuit distance decides what to do. If source of danger is inside pursuit distance, AI will run to the place where disturbing action was (GoTo mode) and then starts looking (Look or Glance modes). If source of danger lies out of the pursuit range, AI just turns to the position of it while being in Glance or Look mode.
What AI does while in pursuit mode depends on the last values in [[OBD:BINA/OBJC/CHAR|CHAR]].Go there for further info.  


The behavior above doesn't have to be true for all AI. What to do and when is also decided by last values in [[OBD:BINA/OBJC/CHAR|CHAR]]. But it is still unknown how it works.
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==
http://www6.fh-eberswalde.de/user/dkriesch/oni/bina_combat.gif


===About melee override===
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}}