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(Something about pursuing) |
(pursuit finished + added info about melee overriding) |
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| BGCOLOR="#8C8CCC" | 01 00 00 00 | | BGCOLOR="#8C8CCC" | 01 00 00 00 | ||
| 1 | | 1 | ||
| ALIGN=LEFT | melee | | ALIGN=LEFT | melee override; see below; the following values are possible (values in dec):<BR> <BR>0 - no<BR>1 - if punched<BR>2 - (canceled)<BR>3 - short range<BR>4 - medium range<BR>5 - always melee<BR> | ||
|- VALIGN=TOP | |- VALIGN=TOP | ||
| BGCOLOR="#FF00C8" | 00 00 00 00 | | BGCOLOR="#FF00C8" | 00 00 00 00 | ||
| 0 | | 0 | ||
| ALIGN=LEFT | if no gun; | | ALIGN=LEFT | if no gun; behavior of AI which doesn't have a gun in its hand ( but can have it holstered); the following values are possible (values in dec):<BR> <BR>0 - melee<BR>1 - retreat<BR>2 - run to alarm<BR> | ||
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| BGCOLOR="#F0F096" | 00 00 20 42 | | BGCOLOR="#F0F096" | 00 00 20 42 | ||
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* *run to alarm* if no gun event ( only when AI is unarmed ), again it turns on *alarm search distance*, but this time AI can do normal actions (attack, hunt) if there is no 40 bit console within reach. | * *run to alarm* if no gun event ( only when AI is unarmed ), again it turns on *alarm search distance*, but this time AI can do normal actions (attack, hunt) if there is no 40 bit console within reach. | ||
* ???Find alarm??? pm_pursue action, still unknown | * ???Find alarm??? pm_pursue action, still unknown | ||
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'''Further info''' | |||
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;About pursuit distance | ;About pursuit distance | ||
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:*GoTo | :*GoTo | ||
:*Forget | :*Forget | ||
What AI does while in pursuit mode depends on the last values in [[OBD:BINA/OBJC/CHAR|CHAR]]. But it is still unknown how it works. It also depends on the alert level of an AI (lull, low, med, high, combat). Pursuit mode lasts from the moment of the disturbing action until AI goes to forgotten hostilethreat for enemy action, or after one investigation loop for friendlythreat action (see [[OBD:ONCC|ONCC]] for info about ...threats). | |||
So...what is the pursuit distance??? It is distance that is AI allowed to travel from its original location for *pursue* purposes. Set it high and AI can run through whole level if it hears or spots something. Set it low and AI will do just a few steps in a direction of disturbing action. | |||
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;About melee override | |||
First something about minimal shooting distance.It is in the [[OBD:ONWC|ONWC]] and determines closest range for AI to fire that weapon. If enemy goes closer, AI stops shooting and tends to run away until it reahes minimal shooting distance again. | |||
Now if you set this minimal shooting distance higher than it is originally (for example try 200) you can have some fun chasing AIs as they are running away from you. | |||
Point is that if you set melee override to some range (for example 03 - short range) and then try it, you will see that the moment you are closer than minimal shooting distance AND you are in range which enables it (short range in this example) AI will switch to melee mode instead of running away. | |||
So you can make short range for example 200 units big and set min.shoot.dist. 100 units big and have melee override 03 -short range. AI will then shoot at you even if you are inside short range, but the moment you ecounter min.shoot.dist. it switches to melee. | |||
How it switches back to weapon when you run away back into min.shoot.dist. is not clear. So far it happens automatically after some time. Where is timer for that??? Let us know, if you know.... | |||
--[[User:Loser|Loser]] 09:03, 29 July 2007 (CEST) | |||
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==Blue Box Beta WMDD== | ==Blue Box Beta WMDD== |
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