AE talk:Projectile awareness

From OniGalore
Revision as of 17:38, 4 May 2022 by Iritscen (talk | contribs) (+cat)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

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
Well it works slightly better... but the AI doesn't really run away from the bomber http://edt.oni2.net/mov/sortadodge.wmv EdT
It might be broken for multiple enemies '^_^. Test it with one enemy, and if that works, I'll work on seeing if i can improve it. If it doesn't work, there isn't much I can do, you are using the same particle as me. Also, you are sure your AI logic isn't screwing anything up? Gumby

As far as I know, AI2 sometimes ignores dead bomber's particle, sometimes not. Try it multiple times. EDIT: And maybe shorten diameter of danger sphere, it may help (nothing guaranteed) --Loser 14:55, 29 December 2008 (CET)

Well here is another example, Muro does dance around, but he still stays close to the bomber. Gumby, is this how your AI reacts? Loser, where would I find the danger sphere? http://edt.oni2.net/mov/MuroDodge.wmv Thanks EdT
Nope, my guys run straight away. Could you send me your particle file and PLEASE undo the AI changes so we have a clean test? The danger sphere values are in the particle file, but dodging should go off of the sphere's center...then again, Macs might still be bugged. Muro doesn't have the right direction for where the particle is. And the particle doesn't seem to be moving...http://gumby.oni2.net/AE/bomber/ <= Try the xml file I posted here. Gumby
EdT, get ONCC file of guy you want to perform dodge, and set its timer for realizing danger to 0 (ONCC, field 0x134). It may help. Next, it looks like whole dodging mechanics are inverted - those blue lines should aim to the source of danger and green line is vector of movement, which should aim away. But your video shows it vice-versa. Muro is in fact trying to run INTO source of danger rather than running away from it ^_^.--Loser 08:58, 30 December 2008 (CET)
It is a bit more complicated than an inversion. But yes, he is not properly aware of the danger. Gumby 10:47, 30 December 2008 (CET)
Gumby, your xml is the same as mine, I tested with a non-modified AI, with the same result. Loser, I had set the timer to 0, in .xml it is this line <NoticeFiringSpread>0</NoticeFiringSpread> It seems the Mac engine still has some bugs... Time to bother Neo... EdT 17:49, 30 December 2008 (CET)
The Mac engine is fixed! http://edt.oni2.net/mov/MuroDodge4.wmv EdT
 This is the patch:
 0x00016503: 0x50 -> 0x74 
 0x00016507: 0x54 -> 0x78
 0x0001650B: 0x58 -> 0x7C