User talk:Loser: Difference between revisions

maaaaaaaaaaaany questions :^>
m (typo)
(maaaaaaaaaaaany questions :^>)
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[http://loser.oni2.net/Junkyard/env_barrel_tech_demo.rar HERE] are files for exploding barrel. Since this just alters material of texture, you still cannot push those barrels around. I would be glad if we could, but we can't. And read README, all info is there.
[http://loser.oni2.net/Junkyard/env_barrel_tech_demo.rar HERE] are files for exploding barrel. Since this just alters material of texture, you still cannot push those barrels around. I would be glad if we could, but we can't. And read README, all info is there.
:*Personally, I think this is dead way. [[OBOA]] barrels should be better, but OBOAs have too many bugs and limitations.
:*Personally, I think this is dead way. [[OBOA]] barrels should be better, but OBOAs have too many bugs and limitations.
:*So far, Gumby's project looks like the best solution. Sigh, in Oni we really need something like ONCC, but for moveable objects. ONFC, ONi Furniture Class. Similar to ONCC, only otimalized for objects.
:*So far, Gumby's project looks like the best solution. Sigh, in Oni we really need something like ONCC, but for moveable objects. ONFC, ONi Furniture Class. Similar to ONCC, only optimized for objects.


Next, I apologize for not released files, but I deleted them after video was taped. I tried to reproduce it, but it would require more time than I have now. So I have to tell you verbally what I done:
Next, I apologize for not released files, but I deleted them after video was taped. I tried to reproduce it, but it would require more time than I have now. So I have to tell you verbally what I done:
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Overall, while being interesting exeriment, I think this is dead way. If I could, I would change it, so AI2 can jump over gaps and obstacles in pathfinding and in MELE, and this jumping is independent from jump attacks.
Overall, while being interesting exeriment, I think this is dead way. If I could, I would change it, so AI2 can jump over gaps and obstacles in pathfinding and in MELE, and this jumping is independent from jump attacks.
--[[User:Loser|Loser]] 15:11, 21 September 2008 (CEST)
--[[User:Loser|Loser]] 15:11, 21 September 2008 (CEST)
:Wow, I had no idea it was that much work, and I didn't know you had to alter elements of the level too. On modifying the tiles' types, are you saying that you made that ledge that is the floor on which the datapad lies able to be jumped off by AI? If so, does the AI know that a fall to the ground will injure them, but a jump to the crate below is okay, or is there no distinction?
:Also, when you modified the max run-in distance, is that because the AI thought that Konoko would be far away because it was calculating distance along the floor? Even though it was shortcutting that distance by jumping over a crate, you're saying that it looked at the route along the floor to judge distance? And I imagine this change would lead to the AI constantly using the jump-punch even when Konoko was far away, yes?
:Next-to-last, did you have to simplify the melee? What would happen if you didn't? They wouldn't jump enough and therefore would not take advantage of the ability to hop over crates?
:Finally: "'''When jetpack timer was decreased AI2 started to jump more and more that it lands correctly so it can hurt enemy with airborne attack.'''" Holy. Crap. Are you saying that this is the reason why the AI sometimes hop when approaching you, as if they want to jump-kick but are too far away? --[[User:Iritscen|Iritscen]] 15:55, 21 September 2008 (CEST)