OBD:BINA/OBJC/CMBT: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
No edit summary |
||
Line 168: | Line 168: | ||
| BGCOLOR="#C80040" | 00 00 96 43 | | BGCOLOR="#C80040" | 00 00 96 43 | ||
| 300.000000 | | 300.000000 | ||
| ALIGN=LEFT | | | ALIGN=LEFT | Alarm search distance; it seems defunct | ||
|- | |- | ||
| BGCOLOR="#C80040" | 00 00 A0 42 | | BGCOLOR="#C80040" | 00 00 A0 42 | ||
| 80.000000 | | 80.000000 | ||
| ALIGN=LEFT | | | ALIGN=LEFT | Alarm enemy ignore distance; see below | ||
|- | |- | ||
| BGCOLOR="#FFCD96" | 00 00 00 00 | | BGCOLOR="#FFCD96" | 00 00 00 00 | ||
| 0 | | 0 | ||
| ALIGN=LEFT | | | ALIGN=LEFT | Alarm enemy attack distance; see below | ||
|- | |- | ||
| BGCOLOR="#C8C864" | 1E 00 00 00 | | BGCOLOR="#C8C864" | 1E 00 00 00 | ||
| 30 | | 30 | ||
| ALIGN=LEFT | | | ALIGN=LEFT | Alarm damage treshold; don't exactly know what it is, see below | ||
|- | |- | ||
| BGCOLOR="#C8C864" | 68 01 00 00 | | BGCOLOR="#C8C864" | 68 01 00 00 | ||
| 360 | | 360 | ||
| ALIGN=LEFT | | | ALIGN=LEFT | Alarm fight timer; same as fight timer in ONCC, but this works while AI is in run for alarm mode | ||
|} | |} | ||
|} | |} | ||
Line 190: | Line 190: | ||
---- | ---- | ||
;Great yet unused AI alarm mode | |||
:'''Alarm enemy ignore distance'''- This one specifies ignore range around the AI which is running to do alarm (only way how to achieve AI running for alarm *ai2_doalarm* command as far as I know). Enemies which are inside this range are NOT ignored. Ignored are those outside this range. When AI doesn't ignore it doesn't mean it attacks. It only knows there is someone nearby and it tries to turn with face to the enemy, so it runs in a weird way. | |||
:'''Alarm enemy attack distance'''- WHY - IT - IS - '''ZERO'''??? OK, serious stuff. Really, it is defaultly setted to zero. This thing specifies another range around running-for-alarm AI. When there is enemy inside the range and AI ''knows'' about him, it will stop running for alarm and attack him. But, at the same time, AI still keeps in mind that it should run for alarm. So when there is no enemy inside this range, AI continues its way to the specified console. | |||
Note- So if you set *Enemy ignore distance* a bit higher then *Enemy attack distance*, you get what I was searching for (about a half-year)=> Enemy which is running for alarm, but when you get too close, he stops, turns and starts fighting with you. When you are far enough (or dead), it continues ^_^'. You don't know how evil this feature is until you try it itself. ^_- | |||
:'''Alarm damage treshlod'''- it has something to do with run to alarm abortion, but I don't quite get it. It looks like an amount of damage when AI exits run for alarm state and acts as usual. But damage taken while fighting someone in *Alarm enemy attack distance* doesn't count. | |||
--[[User:Loser|Loser]] 11:31, 17 December 2006 (CET) | |||
---- | ---- | ||
==Blue Box Beta WMDD== | ==Blue Box Beta WMDD== |
Revision as of 10:31, 17 December 2006
|
|
- Great yet unused AI alarm mode
- Alarm enemy ignore distance- This one specifies ignore range around the AI which is running to do alarm (only way how to achieve AI running for alarm *ai2_doalarm* command as far as I know). Enemies which are inside this range are NOT ignored. Ignored are those outside this range. When AI doesn't ignore it doesn't mean it attacks. It only knows there is someone nearby and it tries to turn with face to the enemy, so it runs in a weird way.
- Alarm enemy attack distance- WHY - IT - IS - ZERO??? OK, serious stuff. Really, it is defaultly setted to zero. This thing specifies another range around running-for-alarm AI. When there is enemy inside the range and AI knows about him, it will stop running for alarm and attack him. But, at the same time, AI still keeps in mind that it should run for alarm. So when there is no enemy inside this range, AI continues its way to the specified console.
Note- So if you set *Enemy ignore distance* a bit higher then *Enemy attack distance*, you get what I was searching for (about a half-year)=> Enemy which is running for alarm, but when you get too close, he stops, turns and starts fighting with you. When you are far enough (or dead), it continues ^_^'. You don't know how evil this feature is until you try it itself. ^_-
- Alarm damage treshlod- it has something to do with run to alarm abortion, but I don't quite get it. It looks like an amount of damage when AI exits run for alarm state and acts as usual. But damage taken while fighting someone in *Alarm enemy attack distance* doesn't count.
--Loser 11:31, 17 December 2006 (CET)
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]] |