OBD talk:AKVA/0x24

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< OBD talk:AKVA
Revision as of 19:41, 16 July 2008 by Loser (talk | contribs) (Sorry for double save. Misclick ^_^')
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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

hidden doors in level1
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 for others to see, because adjusting of some BNVs is IMO neccessary part of modding levels and this info can help. Some statements may be wrong, so please correct mistakes if you find any.

RED tiles (impassable):
  • are 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). That is why sometimes happen that you are close behind wall and AI2 character desperately runs towards wall on the other side - red tiles, indicating some obstacle, are ignored as AI2 char is in MELE mode.
  • leave AI2 ability to fully run its MELE profile if it is in "red field" and 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 dynamic flags) and vector-forced movement (so AI2 character can't dodge firing spreads if it is inside "red field")
  • if AI2 is not inside "red field" and you are not close enough (so AI2 is in pathfinding or patrol mode), then red (impassable) tiles work as a wall for AI2 chars. Where are red tiles there AI2 NEVER runs (again, never if you are NOT TOO CLOSE) and it tries to find its way around it if these red tiles are in the way. If no other way is possible, then AI2 simply stops right before the red line. That is what makes AI2 characters stop near wall (and stare into it until gunfire stops) when they are dodging projectile ranges/firing spreads. They want to go this direction but there is wall. Because pathfinding mode is not active when AI2 chars are dodging gunfire, they get stuck near wall as red tiles are in way and calculated vector of movement still points towards wall.
  • BUT if angle between vector of movement (for gunfire dodging) and these red tiles is small, AI2 can "slide along" the line of red tiles. I don't know how big this tolerance is ^_^.

ONLY a theory

  • Also it looks like these red tiles are taken as "wall" when it comes to projectiles/spreads. So maybe (unconfirmed) AI2s try to run so some line of red tiles is between them and shooter.

/ONLY a theory

rest will be added later --Loser 21:41, 16 July 2008 (CEST)