User talk:Loser: Difference between revisions

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I have to go now. This is NOT completed. CMBT has 19 combat profiles altogether, these are just first eight. But feel free to suggest some changes if you think it will be better then. --[[User:Loser|Loser]] 13:42, 25 July 2007 (CEST)
:I have to go now. This is NOT completed.
:CMBT has 19 combat profiles altogether, these are just first eight.
:But feel free to suggest some changes if you think it will be better then.
::[[User:Loser|Loser]] 13:42, 25 July 2007 (CEST)
:Looking at your latest edits, you really did a great job, man...
:I wouldn't discuss the possibilities or plan the modding ''here''.
:For that I recommend the Talk pages of the respective resources.
::[[User:Geyser|geyser]] 18:59, 25 July 2007 (CEST)
:About CMBT and MELE - public releases would of course be single OBJC.
:But for "experts" you could release single chunks: easier to work with.
:Or you can put such wiki-tables on display: maybe it's even better...
::[[User:Geyser|geyser]] 18:59, 25 July 2007 (CEST)
:As for weapons: feel free to release ONWC with firing-spreads ASAP.
:Whatever tweaking is needed in the ONCC, it can be added later.
::[[User:Geyser|geyser]] 18:59, 25 July 2007 (CEST)
:As for Rugby and CTF: the parameters are "still very promising".
:Maybe there's enough for me to get started, but I'm not sure yet.
:Tackling is good, but for Rugby there'll have to be sliding, too.
:Note that sliding is not the only option: running kicks work too.
::[[User:Geyser|geyser]] 18:59, 25 July 2007 (CEST)
:Generally, I would recommend to add new CMBT/MELE/etc to the OBJC.
:It's better to test and to compare: just change an ID in the CHAR.
:Then, when you're done, you can keep the many profiles in the OBJC
:(just flip the IDs between the old MELEE/CMBT and the improved one)
::[[User:Geyser|geyser]] 18:59, 25 July 2007 (CEST)
:As for the unknown parts of the TRAM, they're almost known now.
:The "danger zone" is a rough test for incoming melee attacks.
:The "extent" part is an additional, much finer collision test.
:It's not actually a real-time collision - more like prediction.
:The AI know where the damage-dealing volume will be.
:Depending on how close it "would come", they dodge/block/etc.
:There's not much room for improvement there, but it's OK.
::[[User:Geyser|geyser]] 18:59, 25 July 2007 (CEST)

Revision as of 16:59, 25 July 2007

CMBT "sorta improvement" project - discussion

First of all, I plan to release whole CJBOcombat (object), not just parts. That way, it would be piece of cake for end user to import it via OUP. Original combat profiles are:

Name Stand_and_Fire
profile ID 0 ( 00 )
behavior part  
long range hold and fire
medium range hold and fire
short range hold and fire
medium retreat hold and fire
long retreat hold and fire
combat part  
long/medium range 120
medium/short range 40
pursuit range 200
melee override if punched
if no gun melee
non-combatant part  
panic hurt 600
panic gunfire 900
panic melee 600
panic sight 1200
alarm behavior  
search distance 300
enemy ignore distance 80
enemy attack distance 0
damage treshold 30
fight timer 300
Name Sniper
profile ID 207 ( cf )
behavior part  
long range hold and fire
medium range hold and fire
short range hold and fire
medium retreat hold and fire
long retreat hold and fire
combat part  
long/medium range 200
medium/short range 20
pursuit range 10
melee override no
if no gun melee
non-combatant part  
panic hurt 600
panic gunfire 900
panic melee 600
panic sight 1200
alarm behavior  
search distance 300
enemy ignore distance 80
enemy attack distance 0
damage treshold 30
fight timer 300
Name Take_my_Big_Black_Stuff
profile ID 3 ( 03 )
behavior part  
long range stare
medium range stare
short range stare
medium retreat stare
long retreat stare
combat part  
long/medium range 200
medium/short range 40
pursuit range 200
melee override no
if no gun melee
non-combatant part  
panic hurt 600
panic gunfire 900
panic melee 600
panic sight 1200
alarm behavior  
search distance 300
enemy ignore distance 80
enemy attack distance 0
damage treshold 30
fight timer 300
Name Assault
profile ID 4 ( 04 )
behavior part  
long range firing charge
medium range firing charge
short range hold and fire
medium retreat firing charge
long retreat hold and fire
combat part  
long/medium range 200
medium/short range 40
pursuit range 200
melee override no
if no gun melee
non-combatant part  
panic hurt 600
panic gunfire 900
panic melee 600
panic sight 1200
alarm behavior  
search distance 300
enemy ignore distance 80
enemy attack distance 0
damage treshold 30
fight timer 300
Name Shoot_and_Fight
profile ID 2 ( 02 )
behavior part  
long range firing charge
medium range hold and fire
short range hold and fire
medium retreat hold and fire
long retreat firing charge
combat part  
long/medium range 200
medium/short range 40
pursuit range 400
melee override if punched
if no gun melee
non-combatant part  
panic hurt 600
panic gunfire 900
panic melee 600
panic sight 1200
alarm behavior  
search distance 1000
enemy ignore distance 80
enemy attack distance 0
damage treshold 30
fight timer 300
Name Murder
profile ID 1 ( 01 )
behavior part  
long range hold and fire
medium range hold and fire
short range hold and fire
medium retreat hold and fire
long retreat hold and fire
combat part  
long/medium range 50
medium/short range 20
pursuit range 20
melee override if punched
if no gun melee
non-combatant part  
panic hurt 600
panic gunfire 900
panic melee 600
panic sight 1200
alarm behavior  
search distance 300
enemy ignore distance 80
enemy attack distance 0
damage treshold 30
fight timer 300
Name Civilian
profile ID 5 ( 05 )
behavior part  
long range stare
medium range stare
short range stare
medium retreat stare
long retreat stare
combat part  
long/medium range 200
medium/short range 100
pursuit range 200
melee override no
if no gun retreat
non-combatant part  
panic hurt 600
panic gunfire 900
panic melee 600
panic sight 1200
alarm behavior  
search distance 300
enemy ignore distance 80
enemy attack distance 0
damage treshold 30
fight timer 300
Name Pursuit
profile ID 6 ( 06 )
behavior part  
long range firing charge
medium range firing charge
short range hold and fire
medium retreat firing charge
long retreat firing charge
combat part  
long/medium range 200
medium/short range 40
pursuit range 0
melee override if punched
if no gun melee
non-combatant part  
panic hurt 600
panic gunfire 900
panic melee 600
panic sight 1200
alarm behavior  
search distance 300
enemy ignore distance 80
enemy attack distance 0
damage treshold 30
fight timer 300
I have to go now. This is NOT completed.
CMBT has 19 combat profiles altogether, these are just first eight.
But feel free to suggest some changes if you think it will be better then.
Loser 13:42, 25 July 2007 (CEST)
Looking at your latest edits, you really did a great job, man...
I wouldn't discuss the possibilities or plan the modding here.
For that I recommend the Talk pages of the respective resources.
geyser 18:59, 25 July 2007 (CEST)
About CMBT and MELE - public releases would of course be single OBJC.
But for "experts" you could release single chunks: easier to work with.
Or you can put such wiki-tables on display: maybe it's even better...
geyser 18:59, 25 July 2007 (CEST)
As for weapons: feel free to release ONWC with firing-spreads ASAP.
Whatever tweaking is needed in the ONCC, it can be added later.
geyser 18:59, 25 July 2007 (CEST)
As for Rugby and CTF: the parameters are "still very promising".
Maybe there's enough for me to get started, but I'm not sure yet.
Tackling is good, but for Rugby there'll have to be sliding, too.
Note that sliding is not the only option: running kicks work too.
geyser 18:59, 25 July 2007 (CEST)
Generally, I would recommend to add new CMBT/MELE/etc to the OBJC.
It's better to test and to compare: just change an ID in the CHAR.
Then, when you're done, you can keep the many profiles in the OBJC
(just flip the IDs between the old MELEE/CMBT and the improved one)
geyser 18:59, 25 July 2007 (CEST)
As for the unknown parts of the TRAM, they're almost known now.
The "danger zone" is a rough test for incoming melee attacks.
The "extent" part is an additional, much finer collision test.
It's not actually a real-time collision - more like prediction.
The AI know where the damage-dealing volume will be.
Depending on how close it "would come", they dodge/block/etc.
There's not much room for improvement there, but it's OK.
geyser 18:59, 25 July 2007 (CEST)