271
edits
m (unfinished business yet...)  | 
				m (Loser's rampage continues)  | 
				||
| Line 362: | Line 362: | ||
| BGCOLOR="#EBEBEB" | 06 00  | | BGCOLOR="#EBEBEB" | 06 00  | ||
| 6  | | 6  | ||
| ALIGN=LEFT | minimal AI   | | ALIGN=LEFT | minimal fallen time; (???number of frames???time in miliseconds???) for which AI remains in *fallen* position when it is knockdowned  | ||
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"  | |- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"  | ||
| 0x132  | | 0x132  | ||
| BGCOLOR="#EBEBEB" | 18 00  | | BGCOLOR="#EBEBEB" | 18 00  | ||
| 24  | | 24  | ||
| ALIGN=LEFT | maximal AI   | | ALIGN=LEFT | maximal fallen time; (???number of frames???time in miliseconds???) for which AI remains in *fallen* position when it is knockdowned  | ||
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"  | |- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"  | ||
| 0x134  | | 0x134  | ||
| BGCOLOR="#EBEBEB" | 0F 00  | | BGCOLOR="#EBEBEB" | 0F 00  | ||
| 15  | | 15  | ||
| ALIGN=LEFT |   | | ALIGN=LEFT | minimal realize firingspread time; (???number of frames???time in miliseconds???) after which AI realizes that it is in the firing spread (and it starts dodging)  | ||
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"  | |- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"  | ||
| 0x136  | | 0x136  | ||
| BGCOLOR="#EBEBEB" | 00 00  | | BGCOLOR="#EBEBEB" | 00 00  | ||
| 0  | | 0  | ||
| ALIGN=LEFT |   | | ALIGN=LEFT | maximal realize firingspread time; (???number of frames???time in miliseconds???)   | ||
|}  | |}  | ||
;AI rotation speed factor  | ;AI rotation speed factor  | ||
| Line 384: | Line 384: | ||
:so it's a bit like the AI's mouse sensitivity :)  | :so it's a bit like the AI's mouse sensitivity :)  | ||
;General AI options:  | ;General AI options:  | ||
maybe it affects more things but I know only these: startle animation play (yes/no), gunfire dodge (of yourse there has to be firing spread) when melee (yes/no) or when armed (yes/no), '''ability of backfire when dodging and have weapon''' (I knew it was somewhere mwhaha ^_^  | maybe it affects more things but I know only these: startle animation play (yes/no), gunfire dodge (of yourse there has to be firing spread) when melee (yes/no) or when armed (yes/no), '''ability of backfire when dodging and have weapon''' (I knew it was somewhere mwhaha ^_^), maybe affects if AI tends to run TO firing enemy while dodging or AWAY from firing enemy (not sure).  | ||
:none unknown  | :none unknown  | ||
:01 unknown  | :01 unknown  | ||
| Line 420: | Line 420: | ||
| BGCOLOR="#8C8CCC" | 00 00 80 3F  | | BGCOLOR="#8C8CCC" | 00 00 80 3F  | ||
| 1.000000  | | 1.000000  | ||
| ALIGN=LEFT |   | | ALIGN=LEFT | minimal dodge amount; IMO similar to maneouvre variable, it tells AI how long it should perform dodging/hiding in response to ONE DEFINED bullet (so ingame dodging/hiding is mixture of these amounts for various incoming bullets)  | ||
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"  | |- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"  | ||
| 0x13C  | | 0x13C  | ||
| BGCOLOR="#8C8CCC" | 00 00 80 3F  | | BGCOLOR="#8C8CCC" | 00 00 80 3F  | ||
| 1.000000  | | 1.000000  | ||
| ALIGN=LEFT |   | | ALIGN=LEFT | maximal dodge amount; IMO similar to maneouvre variable  | ||
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"  | |- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"  | ||
| 0x140  | | 0x140  | ||
| Line 627: | Line 627: | ||
| BGCOLOR="#C80040" | 28 00 00 00  | | BGCOLOR="#C80040" | 28 00 00 00  | ||
| 40  | | 40  | ||
| ALIGN=LEFT |   | | ALIGN=LEFT | go for gun chance (40%); these *go for gun chance* fields affect possibility of AI running for a weapon in combat, also affect *running pickup chance*  | ||
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"  | |- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"  | ||
| 0x2A4  | | 0x2A4  | ||
| BGCOLOR="#C80040" | 37 00 00 00  | | BGCOLOR="#C80040" | 37 00 00 00  | ||
| 55  | | 55  | ||
| ALIGN=LEFT |   | | ALIGN=LEFT | go for gun chance (55%); this value is either a basic or some medium-range one, it is the most common  | ||
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"  | |- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"  | ||
| 0x2A8  | | 0x2A8  | ||
| BGCOLOR="#C80040" | 3C 00 00 00  | | BGCOLOR="#C80040" | 3C 00 00 00  | ||
| 60  | | 60  | ||
| ALIGN=LEFT |   | | ALIGN=LEFT | go for gun chance (60%); this value shows when AI is near to weapon; overall these values can be seen in devmode with *debug_gun_behavior* command  | ||
|- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"  | |- VALIGN=TOP ALIGN=CENTER BGCOLOR="#FFEEDD"  | ||
| 0x2AC  | | 0x2AC  | ||
| Line 647: | Line 647: | ||
| BGCOLOR="#FFCD96" | 16 00  | | BGCOLOR="#FFCD96" | 16 00  | ||
| 22  | | 22  | ||
| ALIGN=LEFT |   | | ALIGN=LEFT | there is some link with MELE profile, this field has 02 for striker_easy, 16 for Konoko, 1c for Mukade etc.  | ||
|}  | |}  | ||
edits