Raw hex
|
Value
|
Meaning
|
54 42 4D 43
|
TBMC
|
combat
|
70 01 00 00
|
368
|
unknown
|
00 00 00 00
|
0
|
unknown
|
13 55 5F C3
|
-223.332321
|
x-position of ???
|
D4 A8 8E 41
|
17.832436
|
y-position (height) of ???
|
C3 05 E9 C2
|
-116.511253
|
z-position of ???
|
00 00 00 00
|
0.000000
|
rotation on the x-axis in degrees
|
00 00 00 00
|
0.000000
|
rotation on the y-axis in degrees
|
00 00 00 00
|
0.000000
|
rotation on the z-axis in degrees
|
Stand_and_Fire
|
space for notes
|
00 00 00 00
|
0
|
combat ID (looked up from CJBOCharacter.BINA)
|
02 00 00 00
|
2
|
long range behavior
|
02 00 00 00
|
2
|
medium range behavior
|
02 00 00 00
|
2
|
hand to hand behavior
|
02 00 00 00
|
2
|
medium retreat behavior
|
02 00 00 00
|
2
|
long retreat behavior
|
00 00 F0 42
|
120.000000
|
maximal combat range; you can make it visible with the script command ai2_showcombatranges = 1
|
01 00 00 00
|
1
|
melee overide; when 1 or higher, AI automatically switches from gunfire to melee on short distance
|
00 00 00 00
|
0
|
if no gun; ( when 1, AI tries to run if they don't hold weapon) (when 2, unknown) (when 3 and higher, they stand and seems to have no pathfinding logic)
|
00 00 20 42
|
40.000000
|
minimal combat range; you can make it visible with the script command ai2_showcombatranges = 1
|
00 00 48 43
|
200.000000
|
pursuit distance
|
58 02 00 00
|
600
|
unknown; always the same
|
84 03 00 00
|
900
|
unknown; always the same
|
58 02 00 00
|
600
|
unknown; always the same
|
B0 04 00 00
|
1200
|
unknown
|
00 00 96 43
|
300.000000
|
unknown
|
00 00 A0 42
|
80.000000
|
unknown; always the same
|
00 00 00 00
|
0
|
unknown; always zero
|
1E 00 00 00
|
30
|
unknown; always the same
|
68 01 00 00
|
360
|
unknown; always the same
|