AE talk:Projectile awareness

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Revision as of 23:30, 28 December 2008 by Gumby (talk | contribs)
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Loser: I was testing the fix for particle awareness on the Mac and it works. But when I tried to fix the mad bomber by modifying BINA3RAPmad_p04.oni, using your instructions, it still does not work. http://edt.oni2.net/mov/nofixbomber.wmv

I also adjusted the AI logic as follows:

       <AIFlags>6</AIFlags>
       <AIRotationSpeed>2</AIRotationSpeed>
       <MinFallenTime>20</MinFallenTime>
       <MaxFallenTime>30</MaxFallenTime>
       <NoticeFiringSpread>0</NoticeFiringSpread>
       <MinFiringSpreadDodgeAmount>1</MinFiringSpreadDodgeAmount>
       <MaxFiringSpreadDodgeAmount>1</MaxFiringSpreadDodgeAmount>
       <Unknown>
           <Offset_0140>0.5</Offset_0140>
           <Offset_0144>25</Offset_0144>
           <Offset_0148>1</Offset_0148>
           <Offset_014C>0</Offset_014C>
           <Offset_0150>5</Offset_0150>
           <Offset_0154>15</Offset_0154>
           <Offset_0158>60</Offset_0158>
       </Unknown>

Any ideas? EdT 04:47, 26 December 2008 (CET)

EdT, the mad bomber fix is mine. Try using active characters. Of course they don't do anything if they are inactive, your characters didn't even see the danger. Gumby
Gumby, I had an AI fight the Mad Bomber but the AI still did not run away before he exploded. If you have time, can you post a video of how your AI reacts. Thanks EdT 23:10, 28 December 2008 (CET)
Damn, I forgot to add the attractor :P. Try it again, with <HasAttractor>true</HasAttractor> and the Attractor tags changed. Gumby