OBD talk:AKVA/0x24: Difference between revisions

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THESE are some observations made with pathfinding grid for others to see, because adjusting of some BNVs is IMO neccessary part of modding levels and this info can help. Some statements may be wrong, so please correct mistakes if you find any.
THESE are some observations made with pathfinding grid for others to see, because adjusting of some BNVs is IMO neccessary part of modding levels and this info can help. Some statements may be wrong, so please correct mistakes if you find any.
:'''RED tiles (impassable):'''
:'''9 - red tiles (IMPASSABLE):'''
:* are ignored when AI2 is in MELE mode (AI2 character will chase you into "red field", that is some larger area filled with red tiles, if it is close enough to you to be in MELE mode). That is why sometimes happen that you are close behind wall and AI2 character desperately runs towards wall on the other side - red tiles, indicating some obstacle, are ignored as AI2 char is in MELE mode.
:* are ignored when AI2 is in MELE mode (AI2 character will chase you into "red field", that is some larger area filled with red tiles, if it is close enough to you to be in MELE mode). That is why sometimes happen that you are close behind wall and AI2 character desperately runs towards wall on the other side - red tiles, indicating some obstacle, are ignored as AI2 char is in MELE mode.
:* leave AI2 ability to fully run its MELE profile if it is in "red field" and you are close enough
:* leave AI2 ability to fully run its MELE profile if it is in "red field" and you are close enough
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/ONLY a theory
/ONLY a theory


rest will be added later
 
:'''8 - orange tiles (DANGER):'''
:* are NOT ignored when AI2 is in MELE mode (AI2 does some actions, read below)
:* restrict AI2 MELE abilities. According to pre-computed reach of technique (it must be stored somewhere), it is labeled as WORRY-FWD (so-so, AI2 will almost meet orange line if it executes it, these techniques have their weight watered down by engine, algorithm is unknown) or DANGER-FWD (AI2 will exceed orange line if it executes this technique, so engine disables it temporarily-weight 0 I guess).
:* if enemy is INSIDE "orange field" or BEHIND it and if AI2 character is close enough to enemy to have its MELE mode active, engine allows only jumping techniques to execute. Jumping techniques are those which have jumping position move in them ([OBD:BINA/OBJC/MELE/MoveList/Position]], numbers 4,5,6,7,8,16,17,18,19). If AI2 char is inside "orange field", then only jumping technques are allowed. If AI2 does not have any jumping technique, it will switch to pathfinding mode and then (inside orange field) it keeps switching between pathfinding and MELE. 
:* do NOT disable pathfinding. AI2 characters will try to avoid orange tiles same way as red tiles, but if there is no other way, they will go through. So you canot "trap" AI2 character in orange field, it WILL find its way out.
:* when it comes to gunfire dodging, orange tiles serve the same as red - if AI2 runs towards them while dodging, it stops and stares (if vector of movement still points toward orange tiles). Inside orange field AI2 can't dodge gunfire (same as red)
--[[User:Loser|Loser]] 21:41, 16 July 2008 (CEST)
--[[User:Loser|Loser]] 21:41, 16 July 2008 (CEST)
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