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(Again I beg for some help) |
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[[User:Neo|Neo]] | [[User:Neo|Neo]] | ||
Hi there Neo, | |||
again I am here to seek your advice, this time it is about AI2, ONCC and MELE. | |||
First of all, I have tested it and it seems that AI2 powered characters can jump (they have attacks from air) but they can do only '''basic tap jump'''([[ONCC]], offset 0x010), like if you just tap spacebar. Question is: is there possibility to make them use '''jetpack timer'''(to make them 'hold spacebar') in order to jump higher/further ? | |||
Second, if AI2 character is far from you, it runs to you and uses pathfinding mode. With help of pathfinding grid it moves in space, avoids obstacles etc. Question is: Do AI2 characters ignore grid when they have MELE mode on? Do they ignore it completely/partially/they don't ignore it? I ask because when in MELE mode active, AI2 characters can pursue you even '''outside''' area with pathfinding grid, but then they won't move if you run away from them, but start attacking you(and moving) if you come close to them again. Also, in MELE mode AI2 characters can run across red pathfinding tiles (impassable) but if you get away they get stuck as if they were outside the grid (won't move until you get close). BUT, there are pathfinding tiles which look like they could be used only for jumping (border 1/2/3/4). And jumping is avilable (as far as I know) only when in MELE mode ^_~. Also, I have tested this: player is in BNV1, standing on top of some box (so he is surrounded by red tiles). AI2 is in BNV2, which is next to BNV1 but there is NO direct transition quad between those two BNVs, only there are 'border' tiles in BNV1 near the line between BNV1 and BNV2. Now tell AI2 to attack player. If player is too far from AI2 character, AI2 will use pathfinding and it will take some long way in order to get to the player. But if player is close enough AND AI2 has in MELE some jumping attack, this AI2 will run towards border and JUMP directly to the player. So it looks like border tiles indicate space where jump attacks are prefered in order to reach enemy. Also, in devmode if you bring MELE debugging window, you can see(if AI2 is in 'border' tiles) that next to other info about technique (like DELAY, UNBLOCKED etc.) there are also informations WORRY-FWD and DANGER-FWD which looks like they correspond to blue (border) and then orange (danger) grids. | |||
So question(s) for this part once again: is pathfinding grid ignored by AI2 when in MELE? If not, is there relation between some pathfinding tiles (border, danger) and MELE messages WORRY-FWD, DANGER-FWD ??? Next, how these tiles affect (if they affect) MELE attacks selection? Do they make AI2 prefer jumping attacks? | |||
All these questions have their sense. I am tired of being able to escape unarmed enemy just by simple jump onto nearest obstacle. I have tried to make AI2s jump, but they can do only tap jump which is not too high and they cannot jump too far + if you escape from them, they get stuck. So if You can answer me, I will see what I can do. I have done some exeriments already (see [http://www.youtube.com/watch?v=rwF0FynUhgQ THIS] video) but it is not enough IMO. Thanks for any info. | |||
--[[User:Loser|Loser]] 21:03, 14 July 2008 (CEST) |
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