Modding brainstorms: Difference between revisions

→‎AI improvements: responses and another idea
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==AI improvements==
==AI improvements==
;Ninja dodging
I don't know if this was a "manufactured" shot or not, but it's still awesome: http://geyser.oni2.net/genesis/screenshots/_oni_07.jpg
I don't know if this was a "manufactured" shot or not, but it's still awesome: http://geyser.oni2.net/genesis/screenshots/_oni_07.jpg


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:NOTE: Ninjas actually jump higher than Konoko if they use "jetpack timer" powered jump as well (hold spacebar). According to my observations (only empiric - nothing proven) there is probably bug in AI2 code. AI2 computes distance of far jump as if char used jetpacked jump, yet AI2 for some reason CANNOT do more than tap jump.
:NOTE: Ninjas actually jump higher than Konoko if they use "jetpack timer" powered jump as well (hold spacebar). According to my observations (only empiric - nothing proven) there is probably bug in AI2 code. AI2 computes distance of far jump as if char used jetpacked jump, yet AI2 for some reason CANNOT do more than tap jump.
:Next, for AI2 "special" dodge - looks like AI2 is somewheat "vector" powered. And by than way, AI2 can only run/walk/creep. Acrobatics are MELEE only. If we had source....you know the rest.:--[[User:Loser|Loser]] 19:26, 13 November 2008 (CET) /NOTE
:Next, for AI2 "special" dodge - looks like AI2 is somewheat "vector" powered. And by than way, AI2 can only run/walk/creep. Acrobatics are MELEE only. If we had source....you know the rest.:--[[User:Loser|Loser]] 19:26, 13 November 2008 (CET) /NOTE
::So it looks like there's two things worth looking into (second one may be too hard, I realize, but this is all hypothetical):
::- Can we get AI2 to do more than a tap jump? (P.S.: Can ninjas actually jump as high as seen in that picture?) -- --[[User:Iritscen|iritscen]] 20:10, 13 November 2008 (CET)
::- Are we sure that nothing short of engine patching would allow cool dodge moves? If the AI knows when it's being fired at, is there some way to add to the dodging routines links to the animations for side-rolls/slides and high jumps (for ninjas)? --[[User:Iritscen|iritscen]] 20:10, 13 November 2008 (CET)




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:-new flag in [[ONWC]] file. Currently there are some (appearently) unused flag bits which should be used for this.
:-new flag in [[ONWC]] file. Currently there are some (appearently) unused flag bits which should be used for this.
::-Add new flag. Weapon with this flag causes AI which wields this weapon to unholster when focused enemy is knockdowned, even if it is in range where our AI should have weapon holstered according to [[CMBT]]. Holster again when focused enemy goes into any different animation than knockdowned, blownuped or lying (so AI holsters as enemy tries to getup).
::-Add new flag. Weapon with this flag causes AI which wields this weapon to unholster when focused enemy is knockdowned, even if it is in range where our AI should have weapon holstered according to [[CMBT]]. Holster again when focused enemy goes into any different animation than knockdowned, blownuped or lying (so AI holsters as enemy tries to getup).
::I don't understand some of what you propose above, it's very brief and technical; are you saying that you want AI to be able to shoot someone when they've been knocked down?
::I may not understand what you wrote, but it made me wish, for the first time, that ''I'' could unholster a weapon while knocked down, and shoot the enemy before I got up. That would be an awesome combat technique. Characters already have a small arc of rotation when on the ground, for some reason, so what if they had a gun in their hands and could aim with a vertical arc from the ground to the ceiling, and with a limited horizontal arc similar to what they seem to have already? --[[User:Iritscen|iritscen]] 20:10, 13 November 2008 (CET)


'''Smart jumping'''
'''Smart jumping'''
:Add this as flag in ONCC. If set, this AI tries systematicaly (not MELEE randomly) to jump across gaps it can pass in order to reach its enemy.
:Add this as flag in ONCC. If set, this AI tries systematicaly (not MELEE randomly) to jump across gaps it can pass in order to reach its enemy.