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(fixed character options) |
(Everybody thank Iritscen, without his problems with my AVIs I could'nt be able to figure this out ^_^) |
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{{OBDtr| 0x204 | int32 |00D900| 02 00 00 00 | 2 | alert level when investigating }} | {{OBDtr| 0x204 | int32 |00D900| 02 00 00 00 | 2 | alert level when investigating }} | ||
{{OBDtr| 0x208 | bitset32 |CACAFF| 00 00 00 00 | 0, 0, 0, 0 | alarm groups, see below this table }} | {{OBDtr| 0x208 | bitset32 |CACAFF| 00 00 00 00 | 0, 0, 0, 0 | alarm groups, see below this table }} | ||
{{OBDtr| 0x20C | int32 |F0F000| 04 00 00 00 | 4 | | {{OBDtr| 0x20C | int32 |F0F000| 04 00 00 00 | 4 | pursuit mode for strong awareness when alert level lull/low }} | ||
{{OBDtr| 0x210 | int32 |E7FFCE| 01 00 00 00 | 1 | | {{OBDtr| 0x210 | int32 |E7FFCE| 01 00 00 00 | 1 | pursuit mode for weak awareness when alert level lull/low }} | ||
{{OBDtr| 0x214 | int32 |4F7291| 04 00 00 00 | 4 | | {{OBDtr| 0x214 | int32 |4F7291| 04 00 00 00 | 4 | pursuit mode for strong awareness when alert level medium/high/combat }} | ||
{{OBDtr| 0x218 | int32 |FFD6C1| 04 00 00 00 | 4 | | {{OBDtr| 0x218 | int32 |FFD6C1| 04 00 00 00 | 4 | pursuit mode for weak awareness when alert level medium/high/combat }} | ||
{{OBDtr| 0x21C | int32 |FF5E5E| 00 00 00 00 | 0 | unknown (pm_pursue_lost?) }} | {{OBDtr| 0x21C | int32 |FF5E5E| 00 00 00 00 | 0 | unknown (pm_pursue_lost?) }} | ||
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:If bit 2^N is ON, the character will be alarmed by script command '''ai2_tripalarm(N)''' or alarm console command '''0060 NN00''' where NN is the hex for N. | :If bit 2^N is ON, the character will be alarmed by script command '''ai2_tripalarm(N)''' or alarm console command '''0060 NN00''' where NN is the hex for N. | ||
:(Since the size of the alarm group field is 4 bytes, there's a maximum of 32 alarm groups, i.e. N ranges from 0 to 31) | :(Since the size of the alarm group field is 4 bytes, there's a maximum of 32 alarm groups, i.e. N ranges from 0 to 31) | ||
;Pursuit modes: | |||
:AI2 has 4 awareness modes: '''forgotten''', '''weak''', '''strong''', '''definite'''. | |||
:Forgotten and definite are clear (either AI2 forgets about enemy or AI2 sees enemy with central vision field). | |||
:Weak and strong are modes used when AI2 character pursues enemy. The moment AI2 char sees (with '''peripheral''' vision field) or hears enemy, it goes into pursue mode with this enemy. Strong is first, then (after timer finishes) it degrades to weak (and then to forgotten). | |||
*At the beginning of pursuit, AI2 chars tries to move as close to the point where enemy stood (or center of dangerous sound was) as possible. AI2 character has limited '''pursuit distance''', specified in [[CMBT]] profile it is using. If source of danger (or interest?) is too far away, AI2 char moves only so far where it can move from its current location according to the pursuit distance. For movement, pursuit mode 2 (GoTo) is used. Whole pursuit behavior depends on pathfinding, no "vectors of movement" or how should I call those green lines. | |||
:"Green lines": ai2_showpaths=1, when in MELE mode or dodging, AI2 has some short green line pointing in the direction of movement instead of regular brown pathfinding line. | |||
*Then AI2 performs pursuit mode 4 (Look) for some specified time (which is probably hardcoded in this pursuit mode's procedure). Awareness of enemy is strong. See my note for info about possible bug in peripheral vision contact. | |||
*After this initial Look mode ends, AI2 char starts its '''strong awareness''' pursuit mode, choice depends on alert level. | |||
*When timer for strong awareness fades, AI2 goes to weak awareness and starts using its '''weak awareness''' pursuit mode, choice depends on alert level again. Possible pursuit modes are listed below. | |||
NOTE | |||
This all was tested with sound awareness as peripheral awareness seems to be broken and always calls pursuit mode '''Look''' with '''infinite timer''' (so AI2 stucks and stares in a direction forever, that is why you can escape gunner sometimes, then you peek from corner and he just stands and stares, no action). | |||
/NOTE | |||
;Useable values for pursuit modes: | |||
*0 - No mode; looks like engine uses Look mode as "safe ring" from crash; maybe 0 is GoTo + Look ("starter" of AI2 pursuit mode, see above)??? | |||
*1 - '''Forget'''; works like "ai2_forget" command | |||
*2 - '''GoTo'''; used by engine when char has to move to another place while in pursuit mode, if you set it in CHAR, it does nothing. | |||
*3 - '''Wait'''; AI2 char keeps looking at the point where it looked before this mode started, waiting ^_^ | |||
*4 - '''Look'''; AI2 char keeps rotating whole body, looking around | |||
*5 - '''Move'''; no effect when this value is set in CHAR, I don't have idea for what this is good if we have GoTo already. Maybe move randomly ??? | |||
*6 - '''Hunt'''; not implemented in Oni (as a few of us noticed, eh, EdT? ^_^). Looks like it is here (it has name, it does not make Oni crash etc), but main procedure is probably unfinished or what (or wrong linked) | |||
*7 - '''Glance'''; AI2 char stands and rotates only as if player pressed "look" key ("v" by default) and tried to move the mouse. So no full-body turning, only "twisting" from extreme angle to extreme angle. | |||
:speculations: | |||
*9 - Find alarm?; this is interesting, becuase when you make AI2 char alarmed via "ai2_tripalarm" (or by alarm console), report will say that reason of high alert of AI2 is ''unknown: 9''. Maybe this mode means "find player, who is alarming whole place by doing his business here?" | |||
Exe rip which contains (probably) all modes is in [[CMBT]], se near the end of the page. | |||
--[[User:Loser|Loser]] 14:45, 31 July 2008 (CEST) | |||
==Dialog from level0_Tools== | ==Dialog from level0_Tools== |
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