Modding brainstorms: Difference between revisions

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Loser has already gotten basic dodging working; what would it take to specifically get ninjas to either "ninja-slide" or jump as a form of dodging fire? Also, that jumping dude is ''really'' jumping. How would the game play out if the ninjas actually did have greater leaping ability than Konoko? It would make sense, wouldn't it? Especially if they're androids as ''some'' people like to think ;-) --'''Iritscen'''
Loser has already gotten basic dodging working; what would it take to specifically get ninjas to either "ninja-slide" or jump as a form of dodging fire? Also, that jumping dude is ''really'' jumping. How would the game play out if the ninjas actually did have greater leaping ability than Konoko? It would make sense, wouldn't it? Especially if they're androids as ''some'' people like to think ;-) --'''Iritscen'''
:NOTE: Ninjas actually jump higher than Konoko if they use "jetpack timer" powered jump as well (hold spacebar). According to my observations (only empiric - nothing proven) there is probably bug in AI2 code. AI2 computes distance of far jump as if char used jetpacked jump, yet AI2 for some reason CANNOT do more than tap jump.
:Next, for AI2 "special" dodge - looks like AI2 is somewheat "vector" powered. And by than way, AI2 can only run/walk/creep. Acrobatics are MELEE only. If we had source....you know the rest.:--[[User:Loser|Loser]] 19:26, 13 November 2008 (CET) /NOTE
riddles for engine patchers:
'''Dynamic holstering'''
:Combat situation and owner's weapon based. Customized for each weapon. That means:
:-new flags in [[CMBT]] file. It has "melee override" so far, used values are 0,1,2 (cancelled),3,4,5. New values should be counterparts of these ( long (6) medium (7), short(8) ), but causing AI to holster/unholster weapon rather than switching melee/weapon stance.
:-new flag in [[ONWC]] file. Currently there are some (appearently) unused flag bits which should be used for this.
::-Add new flag. Weapon with this flag causes AI which wields this weapon to unholster when focused enemy is knockdowned, even if it is in range where our AI should have weapon holstered according to [[CMBT]]. Holster again when focused enemy goes into any different animation than knockdowned, blownuped or lying (so AI holsters as enemy tries to getup).
'''Smart jumping'''
:Add this as flag in ONCC. If set, this AI tries systematicaly (not MELEE randomly) to jump across gaps it can pass in order to reach its enemy.
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