18,700
edits
(clarifying <Targeting>) |
(clarifying <WeaponSkills>) |
||
Line 431: | Line 431: | ||
===<WeaponSkills>=== | ===<WeaponSkills>=== | ||
Note that all the following tags are declared for each specific weapon in the game. | |||
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
!width=150px| XML tag | !width=150px| XML tag | ||
!width=120px| | !width=120px| Content type | ||
! | ! Description | ||
|- | |- | ||
| <RecoilCompensation> | | <RecoilCompensation> | ||
| float | | float | ||
| | | Ranges from 0.0 to 1.0; 1.0 means the weapon will not have any recoil when used by this AI | ||
|- | |- | ||
| <BestAimingAngle> | | <BestAimingAngle> | ||
| float | | float | ||
| | | A floor value in radians for aiming inaccuracy so that an AI never has perfect aim | ||
|- | |- | ||
| <ShotGroupError> | | <ShotGroupError> | ||
| float | | float | ||
| | | An error percentage that is multiplied against the AI's final aim | ||
|- | |- | ||
| <ShotGroupDecay> | | <ShotGroupDecay> | ||
| float | | float | ||
| shot | | Ranges from 0.0 to 1.0; how quickly the starting shot error decreases or increases (in other words, the middle of this range is desirable for natural-looking weapons handling) | ||
|- | |- | ||
| <ShootingInaccuracyMultiplier> | | <ShootingInaccuracyMultiplier> | ||
| float | | float | ||
| | | Inaccuracy multiplier indicating AI's skill with this weapon; usually just 1 (no effect on weapon handling), but sometimes 0 (cancels out inaccuracy) | ||
|- | |- | ||
| <MinShotDelay> | | <MinShotDelay> | ||
| uint16 | | uint16 | ||
| | | Minimum delay in ticks before pulling the trigger again | ||
|- | |- | ||
| <MaxShotDelay> | | <MaxShotDelay> | ||
| uint16 | | uint16 | ||
| | | Maximum delay in ticks before pulling the trigger again | ||
|} | |} | ||
;Shooting skills | |||
These can be viewed with e.g. '''ai2_skill_select konoko_generic w1_tap''' and then either '''ai2_skill_show''' (prints to console) or '''ai2_skill_save''' (prints to file). Sample skill settings for one ONCC are shown below. | |||
The first weapon (weapon 0) is not in the game anymore, whatever it was. Muro's thunderbolt is handled as animation-bound particles, although it used to be handled as a weapon (same for Mukade's Devil Star, except '''w10_sni''' is still available). Barabas' Wave Motion Cannon is a bit mixed up since the beam is made of '''w12_ba2''' particles and the grenade is a '''w11_ba1''' particle. | |||
{| class="wikitable" style="text-align:center" | |||
|- bgcolor="#e9e9e9" | |||
!Weapon ||recoil||best angle||error||decay||inaccuracy||delays | |||
|- align=center | |||
|'''w0_sec''' || 0.0 || 0.000000 || 0.00 || 1.0 || 1.0 || 0 - 0 | |||
|- align=center | |||
|'''w1_tap''' || 0.0 || 0.000000 || 0.40 || 0.4 || 0.0 || 30 - 45 | |||
|- align=center | |||
|'''w2_sap''' || 0.3 || 0.013962 || 0.13 || 1.0 || 1.0 || 0 - 0 | |||
|- align=center | |||
|'''w3_phr''' || 0.3 || 0.010472 || 0.05 || 0.5 || 1.0 || 0 - 0 | |||
|- align=center | |||
|'''w4_psm''' || 0.3 || 0.015707 || 0.03 || 0.2 || 1.0 || 0 - 0 | |||
|- align=center | |||
|'''w5_sbg''' || 0.3 || 0.001745 || 0.00 || 0.1 || 1.0 || 0 - 0 | |||
|- align=center | |||
|'''w6_vdg''' || 0.3 || 0.001745 || 0.13 || 0.9 || 1.0 || 0 - 0 | |||
|- align=center | |||
|'''w7_scc''' || 0.3 || 0.001745 || 0.05 || 0.1 || 1.0 || 0 - 0 | |||
|- align=center | |||
|'''w8_mbo''' || 0.3 || 0.005236 || 0.01 || 0.5 || 1.0 || 0 - 0 | |||
|- align=center | |||
|'''w9_scr''' || 0.3 || 0.010472 || 0.04 || 0.5 || 1.0 || 0 - 0 | |||
|- align=center | |||
|'''w10_sni'''|| 0.0 || 0.000000 || 0.00 || 1.0 || 1.0 || 0 - 0 | |||
|- align=center | |||
|'''w11_ba1'''|| 0.0 || 0.000000 || 0.00 || 1.0 || 1.0 || 0 - 0 | |||
|- align=center | |||
|'''w12_ba2'''|| 0.0 || 0.000000 || 0.00 || 1.0 || 1.0 || 0 - 0 | |||
|} | |} | ||
===<VisionConstants>=== | ===<VisionConstants>=== |