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==XML area== | ==XML area== | ||
===Extents and XML=== | |||
Ever wondered how comes Artificial Intelligence can recognize incoming attack and block or dodge? Extents ( found out by Geyser and fully uncovered by Neo ) are the key. | |||
There are two types of extents - | |||
*'''<Extents>''', its packages store this info: | |||
::<Angle> at which is this extent radiated from character. 0° is in front of character, 180° is in the back | |||
::<Length> of this extent, | |||
::<MinY> minimal height of this extent | |||
::<MaxY> maximal height of this extent | |||
:Length, MinY and MaxY serve for creating invisible area in space which is "dangerous to be in". If AI collides and notices it (refer to notice field in [[MELE]]), it will attempt to block or dodge according to its modifiers in given MELE profile. Again, see fields in [[MELE]]. | |||
:These extents are pretty impossible to guess, so leave them until Neo comes up with extent computation ( probably from attack bones and bonetrack rotations ). | |||
:;BUT | |||
:Always add at least one package, because its Length, MinY and MaxY will be taken as the longest extent, the most maximal Y and the most minimal Y vales. Those are needed, otherwise character won't react to this attack. | |||
*'''<HorizontalExtents>''', its packages store this info: | |||
::36 fields (exactly 36, no more, no less, otherwise it won't compile back into .oni file), which correspond to areas in 10° intervals around character ( so overall 360°, full horizontal circle around character). | |||
::Imagine character. Look at it from above. Make a circle with this character being center of this circle. Now divide this circle with lines after each 10°; and those are horizontal extent lines used by packages ^_^. | |||
::Once more 0° is in front of the character, 180° is behind character. Intervals go clockwise. So first package is horizontal extent for 0° line, second package is for horizontal line which is 10° clockwise and so on. | |||
::These extents can be guessed up to some degree. Use common sense, look at Your custom attack and tip which lines are probably intersected by attacking limbs of Your move. | |||
::Watch out - if attack is frontal ( direct kick forward ), you should worry not only about 0° (directly front), but also about 10°, 20° (a bit to the right) and also about 340°, 350° (a bit to the left). | |||
::Next guess the length (you will get used to the sense of distance soon), write it in, test it with some AI which blocks a lot. If you did it right, Your attack will be often blocked. | |||
::Don't overdo it with horizontal extent length - too long will cause AIs to react too far from you, does not look pretty. | |||
Have extended fun, --[[User:Loser|Loser]] 19:12, 13 July 2010 (UTC) | |||
===adding colorful trails=== | ===adding colorful trails=== | ||
Open the xml formated TRAM and search for the "Particles" tag and insert your code. | Open the xml formated TRAM and search for the "Particles" tag and insert your code. | ||
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<!-- Careful what you post here Paradox, TRAM XML format is changing a little bit in the next Onisplit --> | <!-- Careful what you post here Paradox, TRAM XML format is changing a little bit in the next Onisplit --> | ||
==a look on run move complex== | ==a look on run move complex== |
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