User talk:Loser: Difference between revisions

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m (Shinatama: That's super.)
m (compact table suggestion; please move this to OBD_talk:BINA/OBJC/CMBT)
Line 3: Line 3:
First of all, I plan to release whole CJBOcombat (object), not just parts. That way, it would be piece of cake for end user to import it via OUP.
First of all, I plan to release whole CJBOcombat (object), not just parts. That way, it would be piece of cake for end user to import it via OUP.
Original combat profiles are:
Original combat profiles are:
{|{{Table}}
|-bgcolor=#ffddbb
!Name!!ID!!colspan=5|Behavior part!!colspan=5|Combat part!!colspan=4|Non-combatant part!!colspan=5|Alarm behavior
|-bgcolor=#ffddbb
! || 
!long<br>range||medium<br>range||short<br>range||medium<br>retreat||long<br>retreat
!long/medium<br>range||medium/short<br>range||pursuit<br>range||melee<br>override||if no gun
!panic<br>hurt||panic<br>gunfire||panic<br>melee||panic<br>sight
!search<br>distance||enemy ignore<br>distance||enemy attack<br>distance||damage<br>treshold||fight<br>timer
|-align=center
!Stand_and_Fire
|0||colspan=5|hold and fire
||120||40||200||if punched||melee
||600||900||600||1200
||300||80||0||30||300
|-align=center
!Sniper
|0xCF=207||colspan=5|hold and fire
||200||20||10||no||melee
||600||900||600||1200
||300||80||0||30||300
|-align=center
!Take_my_Big_Black_Stuff
|3||colspan=5|stare
||200||40||200||no||melee
||600||900||600||1200
||300||80||0||30||300
|-align=center
!Assault
|4||colspan=2|firing charge||hold and fire||firing charge||hold and fire
||200||40||200||no||melee
||600||900||600||1200
||300||80||0||30||300
|-align=center
!Shoot_And_Fight
|2||firing charge||colspan=3|hold and fire||firing charge
||200||40||400||if punched||melee
||600||900||600||1200
||1000||80||0||30||300
|-align=center
!Murder
|1||colspan=5|hold and fire
||50||20||20||if punched||melee
||600||900||600||1200
||300||80||0||30||300
|-align=center
!Civilian
|5||colspan=5|stare
||200||100||200||no||retreat
||600||900||600||1200
||300||80||0||30||300
|-align=center
!Pursuit
|6||colspan=2|firing charge||hold and fire||colspan=2|firing charge
||200||40||0||if punched||melee
||600||900||600||1200
||300||80||0||30||300
|}


{| style="white-space:nowrap" width=100%
{| style="white-space:nowrap" width=100%

Revision as of 17:41, 25 July 2007

CMBT "sorta improvement" project - discussion

First of all, I plan to release whole CJBOcombat (object), not just parts. That way, it would be piece of cake for end user to import it via OUP. Original combat profiles are:

Name ID Behavior part Combat part Non-combatant part Alarm behavior
    long
range
medium
range
short
range
medium
retreat
long
retreat
long/medium
range
medium/short
range
pursuit
range
melee
override
if no gun panic
hurt
panic
gunfire
panic
melee
panic
sight
search
distance
enemy ignore
distance
enemy attack
distance
damage
treshold
fight
timer
Stand_and_Fire 0 hold and fire 120 40 200 if punched melee 600 900 600 1200 300 80 0 30 300
Sniper 0xCF=207 hold and fire 200 20 10 no melee 600 900 600 1200 300 80 0 30 300
Take_my_Big_Black_Stuff 3 stare 200 40 200 no melee 600 900 600 1200 300 80 0 30 300
Assault 4 firing charge hold and fire firing charge hold and fire 200 40 200 no melee 600 900 600 1200 300 80 0 30 300
Shoot_And_Fight 2 firing charge hold and fire firing charge 200 40 400 if punched melee 600 900 600 1200 1000 80 0 30 300
Murder 1 hold and fire 50 20 20 if punched melee 600 900 600 1200 300 80 0 30 300
Civilian 5 stare 200 100 200 no retreat 600 900 600 1200 300 80 0 30 300
Pursuit 6 firing charge hold and fire firing charge 200 40 0 if punched melee 600 900 600 1200 300 80 0 30 300


Name Stand_and_Fire
profile ID 0 ( 00 )
behavior part  
long range hold and fire
medium range hold and fire
short range hold and fire
medium retreat hold and fire
long retreat hold and fire
combat part  
long/medium range 120
medium/short range 40
pursuit range 200
melee override if punched
if no gun melee
non-combatant part  
panic hurt 600
panic gunfire 900
panic melee 600
panic sight 1200
alarm behavior  
search distance 300
enemy ignore distance 80
enemy attack distance 0
damage treshold 30
fight timer 300
Name Sniper
profile ID 207 ( cf )
behavior part  
long range hold and fire
medium range hold and fire
short range hold and fire
medium retreat hold and fire
long retreat hold and fire
combat part  
long/medium range 200
medium/short range 20
pursuit range 10
melee override no
if no gun melee
non-combatant part  
panic hurt 600
panic gunfire 900
panic melee 600
panic sight 1200
alarm behavior  
search distance 300
enemy ignore distance 80
enemy attack distance 0
damage treshold 30
fight timer 300
Name Take_my_Big_Black_Stuff
profile ID 3 ( 03 )
behavior part  
long range stare
medium range stare
short range stare
medium retreat stare
long retreat stare
combat part  
long/medium range 200
medium/short range 40
pursuit range 200
melee override no
if no gun melee
non-combatant part  
panic hurt 600
panic gunfire 900
panic melee 600
panic sight 1200
alarm behavior  
search distance 300
enemy ignore distance 80
enemy attack distance 0
damage treshold 30
fight timer 300
Name Assault
profile ID 4 ( 04 )
behavior part  
long range firing charge
medium range firing charge
short range hold and fire
medium retreat firing charge
long retreat hold and fire
combat part  
long/medium range 200
medium/short range 40
pursuit range 200
melee override no
if no gun melee
non-combatant part  
panic hurt 600
panic gunfire 900
panic melee 600
panic sight 1200
alarm behavior  
search distance 300
enemy ignore distance 80
enemy attack distance 0
damage treshold 30
fight timer 300
Name Shoot_and_Fight
profile ID 2 ( 02 )
behavior part  
long range firing charge
medium range hold and fire
short range hold and fire
medium retreat hold and fire
long retreat firing charge
combat part  
long/medium range 200
medium/short range 40
pursuit range 400
melee override if punched
if no gun melee
non-combatant part  
panic hurt 600
panic gunfire 900
panic melee 600
panic sight 1200
alarm behavior  
search distance 1000
enemy ignore distance 80
enemy attack distance 0
damage treshold 30
fight timer 300
Name Murder
profile ID 1 ( 01 )
behavior part  
long range hold and fire
medium range hold and fire
short range hold and fire
medium retreat hold and fire
long retreat hold and fire
combat part  
long/medium range 50
medium/short range 20
pursuit range 20
melee override if punched
if no gun melee
non-combatant part  
panic hurt 600
panic gunfire 900
panic melee 600
panic sight 1200
alarm behavior  
search distance 300
enemy ignore distance 80
enemy attack distance 0
damage treshold 30
fight timer 300
Name Civilian
profile ID 5 ( 05 )
behavior part  
long range stare
medium range stare
short range stare
medium retreat stare
long retreat stare
combat part  
long/medium range 200
medium/short range 100
pursuit range 200
melee override no
if no gun retreat
non-combatant part  
panic hurt 600
panic gunfire 900
panic melee 600
panic sight 1200
alarm behavior  
search distance 300
enemy ignore distance 80
enemy attack distance 0
damage treshold 30
fight timer 300
Name Pursuit
profile ID 6 ( 06 )
behavior part  
long range firing charge
medium range firing charge
short range hold and fire
medium retreat firing charge
long retreat firing charge
combat part  
long/medium range 200
medium/short range 40
pursuit range 0
melee override if punched
if no gun melee
non-combatant part  
panic hurt 600
panic gunfire 900
panic melee 600
panic sight 1200
alarm behavior  
search distance 300
enemy ignore distance 80
enemy attack distance 0
damage treshold 30
fight timer 300
I have to go now. This is NOT completed.
CMBT has 19 combat profiles altogether, these are just first eight.
But feel free to suggest some changes if you think it will be better then.
Loser 13:42, 25 July 2007 (CEST)
Looking at your latest edits, you really did a great job, man...
I wouldn't discuss the possibilities or plan the modding here.
For that I recommend the Talk pages of the respective resources.
geyser 18:59, 25 July 2007 (CEST)
About CMBT and MELE - public releases would of course be single OBJC.
But for "experts" you could release single chunks: easier to work with.
Or you can put such wiki-tables on display: maybe it's even better...
geyser 18:59, 25 July 2007 (CEST)
As for weapons: feel free to release ONWC with firing-spreads ASAP.
Whatever tweaking is needed in the ONCC, it can be added later.
geyser 18:59, 25 July 2007 (CEST)
As for Rugby and CTF: the parameters are "still very promising".
Maybe there's enough for me to get started, but I'm not sure yet.
Tackling is good, but for Rugby there'll have to be sliding, too.
Note that sliding is not the only option: running kicks work too.
geyser 18:59, 25 July 2007 (CEST)
Generally, I would recommend to add new CMBT/MELE/etc to the OBJC.
It's better to test and to compare: just change an ID in the CHAR.
Then, when you're done, you can keep the many profiles in the OBJC
(just flip the IDs between the old MELEE/CMBT and the improved one)
geyser 18:59, 25 July 2007 (CEST)
As for the unknown parts of the TRAM, they're almost known now.
The "danger zone" is a rough test for incoming melee attacks.
The "extent" part is an additional, much finer collision test.
It's not actually a real-time collision - more like prediction.
The AI know where the damage-dealing volume will be.
Depending on how close it "would come", they dodge/block/etc.
There's not much room for improvement there, but it's OK.
geyser 18:59, 25 July 2007 (CEST)