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|
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Raw hex
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Value
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Meaning
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54 42 4D 43
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TBMC
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combat
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70 01 00 00
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368
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old file ID
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00 00 00 00
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0
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unknown
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13 55 5F C3
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-223.332321
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x-position of ???
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D4 A8 8E 41
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17.832436
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y-position (height) of ???
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C3 05 E9 C2
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-116.511253
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z-position of ???
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00 00 00 00
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0.000000
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rotation on the x-axis in degrees
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00 00 00 00
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0.000000
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rotation on the y-axis in degrees
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00 00 00 00
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0.000000
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rotation on the z-axis in degrees
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Stand_and_Fire
|
space for notes
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00 00 00 00
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0
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combat ID (looked up from CJBOCharacter.BINA)
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Below follows the behavior part.
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02 00 00 00
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2
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long range behavior; the following behavior values are possible (values in dec):
0 -
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none
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1 -
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stare
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2 -
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hold and fire
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3 -
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firing charge
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4 -
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melee
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5 -
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Barabbas shoot
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6 -
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Barabbas advance
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7 -
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Barabbas melee
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8 -
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Superninja fireball
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9 -
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Superninja advance
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10 -
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Superninja melee
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11 -
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run for alarm (not used in Oni)
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12 -
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Mutant Muro melee
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13 -
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Muro thunderbolt
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02 00 00 00
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2
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medium range behavior; values as above
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02 00 00 00
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2
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hand to hand behavior (short range behavior); values as above
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02 00 00 00
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2
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medium retreat behavior; values as above
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02 00 00 00
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2
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long retreat behavior; values as above
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Below follows the combat part.
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00 00 F0 42
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120.000000
|
maximal combat range; you can make it visible with the script command ai2_showcombatranges = 1
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01 00 00 00
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1
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melee overide; when 1 or higher, AI automatically switches from gunfire to melee on short distance; the following values are possible (values in dec): 0 - no 1 - if punched 2 - (canceled) 3 - short range 4 - medium range 5 - always melee
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00 00 00 00
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0
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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); the following values are possible (values in dec): 0 - melee 1 - retreat 2 - run to alarm
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00 00 20 42
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40.000000
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minimal combat range; you can make it visible with the script command ai2_showcombatranges = 1
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00 00 48 43
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200.000000
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pursuit distance
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Below follows the non-combatant part.
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58 02 00 00
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600
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panic hurt (time in 1/60 seconds)
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84 03 00 00
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900
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panic gunfire (time in 1/60 seconds)
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58 02 00 00
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600
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panic melee (time in 1/60 seconds)
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B0 04 00 00
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1200
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panic sight (time in 1/60 seconds)
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Below follows the alarm part.
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00 00 96 43
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300.000000
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Alarm search distance; it seems defunct
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00 00 A0 42
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80.000000
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Alarm enemy ignore distance; see below
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00 00 00 00
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0
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Alarm enemy attack distance; see below
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1E 00 00 00
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30
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Alarm damage treshold; don't exactly know what it is, see below
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68 01 00 00
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360
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Alarm fight timer; same as fight timer in ONCC, but this works while AI is in run for alarm mode
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- Great yet unused AI alarm mode
- Alarm enemy ignore distance- This one specifies ignore range around the AI which is running to do alarm (only way how to achieve AI running for alarm *ai2_doalarm* command as far as I know). Enemies which are inside this range are NOT ignored. Ignored are those outside this range. When AI doesn't ignore it doesn't mean it attacks. It only knows there is someone nearby and it tries to turn with face to the enemy, so it runs in a weird way.
- Alarm enemy attack distance- WHY - IT - IS - ZERO??? OK, serious stuff. Really, it is defaultly setted to zero. This thing specifies another range around running-for-alarm AI. When there is enemy inside the range and AI knows about him, it will stop running for alarm and attack him. But, at the same time, AI still keeps in mind that it should run for alarm. So when there is no enemy inside this range, AI continues its way to the specified console.
Note- So if you set *Enemy ignore distance* a bit higher then *Enemy attack distance*, you get what I was searching for (about a half-year)=> Enemy which is running for alarm, but when you get too close, he stops, turns and starts fighting with you. When you are far enough (or dead), it continues ^_^'. You don't know how evil this feature is until you try it itself. ^_-
- Alarm damage treshlod- it has something to do with run to alarm abortion, but I don't quite get it. It looks like an amount of damage when AI exits run for alarm state and acts as usual. But damage taken while fighting someone in *Alarm enemy attack distance* doesn't count.
--Loser 11:31, 17 December 2006 (CET)
Blue Box Beta WMDD
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