OBD talk:AKVA/0x24
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- See HERE for a few tools for two-way conversion of grids.
- The editable format is quite intuitive ASCII.
- Tile types are assumed to be 0-9.
- geyser 19:48, 1 May 2007 (CEST)
- Below are the grids that need fixing
level1
Hidden doors
XYZ | out-BNV | door | in-BNV |
---|---|---|---|
SE F3 | 66 | 13 | 165 |
SE F2 | 70 | 12 | 163 |
SSE F2 | 24 | 17 | 163 |
SE F1 | 0 | 11 | 161 |
SW F3 | 74 | 28 | 146 |
SW F2 | 72 | 29 | 143 |
SSW F2 | 30 | 23 | 143 |
SW F1 | 52 | 30 | 140 |
NW F3 | 75 | 64 | 151 |
NW F2 | 73 | 63 | 150 |
NNW F2 | 31 | 71 | 150 |
NW F1 | 53 | 62 | 147 |
NE F2 | 71 | 85 | 156 |
NNE F2 | 25 | 78 | 156 |
NE F1 | 1 | 84 | 154 |
- (see also OBD_talk:AGQG for fixing door-hiding quads)
- "inside" means towards the inside of the warehouse
- "west" is X+, "north" is Z+
- bottom floor is 1, top floor is 3 (US/Japan)
Other BNV
- 6, 26, 50 (impassable tiles on north side)
- 7, 51 (impassable tiles on south side)
- 153, 157, 160, 164 (weird border on east side)
- 141, 142, 148, 167 (weird border on west side)
- 209 (weird border on west side)
- 210, 211 (weird border on east side)
level2
- 7 (weird border on east side)
- 1 (weird border on west side)
- 45 (weird border on north side) (BNV too small)
level3
level4
level6
level8
level9
level10
level11
level12
level13
level14
level18
level19
THESE are some observations made with pathfinding grid. Some of them may be wrong, so please correct mistakes if you find any. I want to gather my observations here for others to see, because adjusting of some BNVs is IMO neccessary part of modding levels.
- RED tiles (impassable):
- ignored when AI2 is in MELE mode (AI2 character will chase you into "red field", that is some larger area filled with red tiles, if it is close enough to you to be in MELE mode)
- leave AI2 ability to fully run its MELE profile if you are close enough
- block pathfinding completely (if you trap AI2 character somewhere in "red field" and you "teleport" away, it gets stuck and won't be able to chase you unless you come close enough to make it run some MELE move so it can move). This applies on both pathfinding (chasing enemy thanks to the flags) and vector-forced movement (so AI2 character can't dodge firing spreads if it is inside "red field")
- if AI2 is not inside, then impassable tiles worka