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) |
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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 |
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- 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)