OBD talk:AKVA/0x24: Difference between revisions

another obervations
(another observations)
(another obervations)
Line 106: Line 106:
:* 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.
:* 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)
:* 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)
:'''7 - dark green tiles (STAIRS):'''
:* seem to be ignored when AI2 is in MELE mode, it is probably patrol/pathfinding-only
:* AI2 tends to avoid them, but if no other way is possible, it goes through it (probably insurance that AI2 char will always choose the shortest way)
:* stop gunfire dodging the same way as red tiles do (but why? it is a bit weird)
:* probably serve as "here comes stairs" mark




:'''6 - dark blue tiles (BORDER 4):'''
:'''6 - dark blue tiles (BORDER 4):'''
:* seems to be ignored when AI2 is in MELE mode, it is probably patrol/pathfinding-only
:* seem to be ignored when AI2 is in MELE mode, it is probably patrol/pathfinding-only
:* serve as mark that some edge is right the step ahead. If AI2 needs to run somewhere (patrol/pathfinding mode!) and meets these tiles, it will try to run along them. if AI2 is already in "dark blue field", it will run out of it and will try not to go into it.
:* serve as mark that some edge is right the step ahead. If AI2 needs to run somewhere (patrol/pathfinding mode!) and meets these tiles, it will try to run along them. if AI2 is already in "dark blue field", it will run out of it and will try not to go into it.
:* stops gunfire dodging the same way as red tiles do
:* stop gunfire dodging the same way as red tiles do




:'''5 - blue tiles (BORDER 3):'''
:'''5 - blue tiles (BORDER 3):'''
:* same as tiles 6 IMO, maybe it only tells AI2 that it is "quite close to the edge"
:* same as tiles 6 IMO, maybe it only tells AI2 that it is "quite close to the edge"
:'''4 - green tiles (SEMIPASSABLE):'''
:* seem to be ignored when AI2 is in MELE mode, it is probably patrol/pathfinding-only
:* AI2 tries to avoid these tiles if it meets them, but if no other route is possible, it will cross these tiles without problems
:* do not limit gunfire dodging




:'''3 - lighter blue tiles (BORDER 2):'''
:'''3 - lighter blue tiles (BORDER 2):'''
:* seems to be ignored when AI2 is in MELE mode, it is probably patrol/pathfinding only
:* seem to be ignored when AI2 is in MELE mode, it is probably patrol/pathfinding only
:* AI2 can run straight through these without any problems, it does not limit gunfire dodging as well
:* AI2 can run straight through these without any problems, it does not limit gunfire dodging as well
:* probably it tells AI2 that "edge is close"
:* probably they tell AI2 that "edge is close"




Line 127: Line 140:
:* same as tiles 3 IMO, maybe it only tells AI2 that "edge is around"
:* same as tiles 3 IMO, maybe it only tells AI2 that "edge is around"


--[[User:Loser|Loser]] 20:18, 17 July 2008 (CEST)
 
:'''1 - lighter green tiles (NEARWALL):'''
:* seem to be ignored when AI2 is in MELE mode, it is probably patrol/pathfinding only
:* probably just tell AI2 that "obstacle is close", it can run through them without any problems
:* do not limit gunfire dodging
 
--[[User:Loser|Loser]] 09:11, 18 July 2008 (CEST)
271

edits