19,703
edits
 (elaborations and corrections)  | 
				 (removed note about MELE overriding dazed frame fields; minor wording tweaks)  | 
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;Units  | ;Units  | ||
:  | :Times are in frames  | ||
:  | :Heights are in world units (0.1m or 4")  | ||
:  | :Velocities are in world units per tick (1/60s)  | ||
:  | :Accelerations are in world units per tick squared  | ||
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{{OBDtr| 0x128 | bitset   |E7CEA5| 17 00 00 00 | 23          | AI options bitset; see below }}  | {{OBDtr| 0x128 | bitset   |E7CEA5| 17 00 00 00 | 23          | AI options bitset; see below }}  | ||
{{OBDtr| 0x12C | float    |FFDDDD| 00 00 80 3F | 1.000000    | AI rotation speed factor; always 1.0 except for ninjabots, ninjas and super_ninja, which use 2.0 }}  | {{OBDtr| 0x12C | float    |FFDDDD| 00 00 80 3F | 1.000000    | AI rotation speed factor; always 1.0 except for ninjabots, ninjas and super_ninja, which use 2.0 }}  | ||
{{OBDtr| 0x130 | uint16   |64AAAA| 06 00       | 6           | minimum number of frames AI   | {{OBDtr| 0x130 | uint16   |64AAAA| 06 00       | 6           | minimum number of frames AI can remain dazed (in fallen position) when it is knocked down }}  | ||
{{OBDtr| 0x132 | uint16   |64AAAA| 18 00       | 24          | maximum number of frames AI   | {{OBDtr| 0x132 | uint16   |64AAAA| 18 00       | 24          | maximum number of frames AI can remain dazed (in fallen position) when it is knocked down (actual number used is picked randomly from the range {min ... max}) }}  | ||
{{OBDtr| 0x134 | uint32   |EBEBEB| 0F 00 00 00 | 15          | number of frames after which AI realizes that it is in the firing spread and it starts dodging }}  | {{OBDtr| 0x134 | uint32   |EBEBEB| 0F 00 00 00 | 15          | number of frames after which AI realizes that it is in the firing spread and it starts dodging }}  | ||
{{OBDtr| 0x138 | float    |8C8CCC| 00 00 80 3F | 1.000000    | minimum dodge time; how long AI should perform dodging/hiding in response to being inside a firing spread (the higher it is, the longer he will hide/dodge even after firing spread disappears) }}  | {{OBDtr| 0x138 | float    |8C8CCC| 00 00 80 3F | 1.000000    | minimum dodge time; how long AI should perform dodging/hiding in response to being inside a firing spread (the higher it is, the longer he will hide/dodge even after firing spread disappears) }}  | ||
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;AI options bitset  | ;AI options bitset  | ||
:  | :Allows or disables some parts of the AI behavior:  | ||
*no flags - startle anim is enabled, rest is disabled  | *no flags - startle anim is enabled, rest is disabled  | ||
*0x01 - startle anim disabled  | *0x01 - startle anim disabled  | ||
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;AI rotation speed factor  | ;AI rotation speed factor  | ||
:  | :A rotation speed of 1 is roughly one turn (360°) per second. The setting is only effective if the AI is in control. So it's a bit like the AI's mouse sensitivity.  | ||
;AI Targeting Prediction Constants  | ;AI Targeting Prediction Constants  | ||
See [[XML:ONCC#.3CTargeting.3E|HERE]] for how the variables here interact to control the AI's target prediction.  | See [[XML:ONCC#.3CTargeting.3E|HERE]] for how the variables here interact to control the AI's target prediction.  | ||
{{Table}}  | {{Table}}  | ||
{{OBDth}}  | {{OBDth}}  | ||
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;AI Weapon Skills  | ;AI Weapon Skills  | ||
This is an array of 13 sets of skill variables, one for each weapon. Below is the data for the first element:  | This is an array of 13 sets of skill variables, one for each weapon. Below is the data for the first element:  | ||
{{Table}}  | {{Table}}  | ||
{{OBDth}}  | {{OBDth}}  | ||
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;Other AI Behaviors  | ;Other AI Behaviors  | ||
[[Image:oncc_m.gif]]  | [[Image:oncc_m.gif]]  | ||
{{Table}}  | {{Table}}  | ||
{{OBDth}}  | {{OBDth}}  | ||
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;File Links  | ;File Links  | ||
{{Table}}  | {{Table}}  | ||
{{OBDth}}  | {{OBDth}}  | ||