OBD:BINA/OBJC/CMBT: Difference between revisions
Jump to navigation
Jump to search
Line 179: | Line 179: | ||
| BGCOLOR="#C80040" | 00 00 96 43 | | BGCOLOR="#C80040" | 00 00 96 43 | ||
| 300.000000 | | 300.000000 | ||
| ALIGN=LEFT | alarm search distance | | ALIGN=LEFT | alarm search distance | ||
|- align=center | |- align=center | ||
| 0xA4 | | 0xA4 | ||
Line 185: | Line 185: | ||
| BGCOLOR="#C80040" | 00 00 A0 42 | | BGCOLOR="#C80040" | 00 00 A0 42 | ||
| 80.000000 | | 80.000000 | ||
| ALIGN=LEFT | alarm enemy ignore distance | | ALIGN=LEFT | alarm enemy ignore distance | ||
|- align=center | |- align=center | ||
| 0xA8 | | 0xA8 | ||
Line 191: | Line 191: | ||
| BGCOLOR="#FFCD96" | 00 00 00 00 | | BGCOLOR="#FFCD96" | 00 00 00 00 | ||
| 0 | | 0 | ||
| ALIGN=LEFT | alarm enemy attack distance | | ALIGN=LEFT | alarm enemy attack distance | ||
|- align=center | |- align=center | ||
| 0xAC | | 0xAC | ||
Line 197: | Line 197: | ||
| BGCOLOR="#C8C864" | 1E 00 00 00 | | BGCOLOR="#C8C864" | 1E 00 00 00 | ||
| 30 | | 30 | ||
| ALIGN=LEFT | alarm damage threshold | | ALIGN=LEFT | alarm damage threshold | ||
|- align=center | |- align=center | ||
| 0xB0 | | 0xB0 | ||
Line 203: | Line 203: | ||
| BGCOLOR="#C8C864" | 68 01 00 00 | | BGCOLOR="#C8C864" | 68 01 00 00 | ||
| 360 | | 360 | ||
| ALIGN=LEFT | alarm fight timer | | ALIGN=LEFT | alarm fight timer | ||
|} | |} | ||
;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 219: | ||
: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*. | ||
---- | ---- | ||
: | Whole alarm logic can be tripped by: | ||
* *ai2_doalarm* command (suitable for geyser's rugby) | |||
* *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. | |||
* *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. | |||
* ???Find alarm??? pm_pursue action, still unknown | |||
---- | ---- | ||
Revision as of 05:28, 23 July 2007
|
|
Alarm behavior
These settings affect the behavior of an AI that's running for a console (e.g., script command ai2_doalarm).
- Offsets relative to start of CMBT chunk
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0xA0 | float | 00 00 96 43 | 300.000000 | alarm search distance |
0xA4 | float | 00 00 A0 42 | 80.000000 | alarm enemy ignore distance |
0xA8 | float | 00 00 00 00 | 0 | alarm enemy attack distance |
0xAC | long | 1E 00 00 00 | 30 | alarm damage threshold |
0xB0 | long | 68 01 00 00 | 360 | alarm fight timer |
- alarm search distance
- area around AI, where engine checks if there is some console with 40 bit (see CONS).
- 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.
- Alarm enemy attack distance
- Zero by default.
- This one specifies an "attack range" around an AI running for an alarm. When there is an enemy inside, AI stops running for the console and attack the enemy (if AI knows about him, of course)
- Nevertheless AI still keeps in mind that it should run for the console. So when there is no enemy inside this range and fight timer runs out, AI resumes running to the specified console.
- Fight timer
- When AI, which is running for the console, is engaged in a fight and enemy manages to disappear (either by phase-cloak or simply by hiding behind some corner), AI tries to chase him or looks for him. Alarm timer specifies how long should AI chase/look for the enemy. For chasing, timer starts when the enemy is outside *Alarm enemy attack distance*. Of course when the enemy escapes even from *Alarm enemy ignore range*, AI abandons him automatically.
- Alarm damage threshold
- 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*.
Whole alarm logic can be tripped by:
- *ai2_doalarm* command (suitable for geyser's rugby)
- *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.
- *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.
- ???Find alarm??? pm_pursue action, still unknown
Blue Box Beta WMDD
ONI BINARY DATA |
---|
AKVA << Other file types >> CBPI |
BINA : Binary data |
TMBD << Other BINA >> ONIE |
OBJC : Objects |
CHAR << Other OBJC >> CONS |
CMBT : Combat profile |
[[OBD:File types/{{{family}}}|{{{family}}} file]] |