User talk:Loser: Difference between revisions

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m (OBD fix ONK)
(Gunfire dodging summarized + request)
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:Please add the alarm-console specific stuff to [[OBD:BINA/OBJC/CONS|CONS]].
During my happy ONCC hac..erhm..exploration I have ran across really interesting thingie. It seems that there are two types of dodging.
::(The info on [[OBD:BINA/OBJC/CHAR|CHAR]] is incomplete otherwise.)
:One is (уже знакомoе) dodging based on the firing spread. Firing spread can be setted in the ONWC file and it appears each time you shot and stays as long as emitter for shot is opened (and can be seen with *ai2_showfiringspreads=1*). Each AI, which has allowed dodge behavior in its ONCC then goes into dodge mode when it collides with firing spread (and stays inside for some time, defined in ONCC too). AI is trying to maneouvre left,right,forward,backward and to kinda cover behind obstacles (sometimes it even duck behind small ones). When it runs out of the firing spread and finishes its last dodge mode movement (lenght of one dodge movement is defined again in ONCC) it continues with some other actions.
:Also feel free to link to your melee patch(es) from [[ONK:ONK]].
:But there seems to be second dodging type -> '''dodging based on projectiles'''. Look at these pieces of executable for MAC:
:Hope you'll release more BINA patches in the near future... ^^
::AI2rKnowledge_NewDodgeProjectile, AI2iKnowledge_PurgeDodgeProjectile, AI2rKnowledge_SetupDodgeProjectile...
::[[User:Geyser|geyser]] 13:33, 2 December 2006 (CET)
:etc. And it is followed by this:
[http://loser.oni2.net/MCE_scripts.rar THIS] is my newest toy: Mukade's Crazy Escape script. Since I haven't found page with scripts here on Galore, I have to put it here. Anyone who wants, download it, play it, comment it here please and ENJOY it. Loser
::AI2rKnowledge_NewDodgeFiringSpread, AI2rKnowledge_DeleteDodgeFiringSpread, AI2rKnowledge_SetupDodgeFiringSpread...
 
:etc. So I typed *ai2_showprojectiles* in devmode and looked at it. With the exception of w1_tap, w2_sap and maybe something else ALL WEAPONS had *projectile spheres*, smaller blue and biger red spheres surrouding fired projectile. But AI ignores it.
 
:I think the problem is somewhere in the ONCC or this piece of code is simply corrupted (don't think so). I hope it will be discovered and used. Even now, with firing spreads, game looks 50% better. Can you imagine desperately dashing striker and bunch of scram rockets behind his toes ??? ^_^
Hey Loser,
P.S.:this whole text is meant as a big HELP ME please.....
 
--[[User:Loser|Loser]] 10:49, 27 May 2007 (CEST)
I was finally able to try your Mukade's Crazy Escape script. I used the MacBeta4 and it worked!
Boy it is hard, I can't seem to catch that guy.
 
Thanks
 
[[User:EdT|EdT]] 04:09, 1 April 2007 (CEST)
 
:Aha. Since we're finally on the same page, EdT, how about improving/porting that script, training a lot and recording an AMV (cheating allowed)?
:I have a lot of modular suggestions for improved portability, mission passing tips, and directions for AMV recording. [[ONK:Stamina Rose|COMING SOON]]...
::[[User:Geyser|geyser]] 15:59, 2 April 2007 (CEST)
:@Loser: You know your confusion between "our community" and "my warehouse" is pretty annoying? ^^
:The lack of modular patches justified by the fact that ''you'' need to write ''your'' story first...
:That doesn't really make any sense, does it? Why don't you consider wiki-based joint development?
::[[User:Geyser|geyser]] 15:59, 2 April 2007 (CEST)

Revision as of 08:49, 27 May 2007

During my happy ONCC hac..erhm..exploration I have ran across really interesting thingie. It seems that there are two types of dodging.

One is (уже знакомoе) dodging based on the firing spread. Firing spread can be setted in the ONWC file and it appears each time you shot and stays as long as emitter for shot is opened (and can be seen with *ai2_showfiringspreads=1*). Each AI, which has allowed dodge behavior in its ONCC then goes into dodge mode when it collides with firing spread (and stays inside for some time, defined in ONCC too). AI is trying to maneouvre left,right,forward,backward and to kinda cover behind obstacles (sometimes it even duck behind small ones). When it runs out of the firing spread and finishes its last dodge mode movement (lenght of one dodge movement is defined again in ONCC) it continues with some other actions.
But there seems to be second dodging type -> dodging based on projectiles. Look at these pieces of executable for MAC:
AI2rKnowledge_NewDodgeProjectile, AI2iKnowledge_PurgeDodgeProjectile, AI2rKnowledge_SetupDodgeProjectile...
etc. And it is followed by this:
AI2rKnowledge_NewDodgeFiringSpread, AI2rKnowledge_DeleteDodgeFiringSpread, AI2rKnowledge_SetupDodgeFiringSpread...
etc. So I typed *ai2_showprojectiles* in devmode and looked at it. With the exception of w1_tap, w2_sap and maybe something else ALL WEAPONS had *projectile spheres*, smaller blue and biger red spheres surrouding fired projectile. But AI ignores it.
I think the problem is somewhere in the ONCC or this piece of code is simply corrupted (don't think so). I hope it will be discovered and used. Even now, with firing spreads, game looks 50% better. Can you imagine desperately dashing striker and bunch of scram rockets behind his toes ??? ^_^

P.S.:this whole text is meant as a big HELP ME please..... --Loser 10:49, 27 May 2007 (CEST)