User talk:Loser: Difference between revisions

From OniGalore
Jump to navigation Jump to search
m (compact table suggestion; please move this to OBD_talk:BINA/OBJC/CMBT)
mNo edit summary
Line 1: Line 1:
'''CMBT "sorta improvement" project''' - discussion
table moved to [[OBD talk:BINA/OBJC/CMBT|CMBT talk]]. These tables will remain here for some time, then will be deleted...
 
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:
 
{|{{Table}}
|-bgcolor=#ffddbb
!Name!!ID!!colspan=5|Behavior part!!colspan=5|Combat part!!colspan=4|Non-combatant part!!colspan=5|Alarm behavior
|-bgcolor=#ffddbb
! || 
!long<br>range||medium<br>range||short<br>range||medium<br>retreat||long<br>retreat
!long/medium<br>range||medium/short<br>range||pursuit<br>range||melee<br>override||if no gun
!panic<br>hurt||panic<br>gunfire||panic<br>melee||panic<br>sight
!search<br>distance||enemy ignore<br>distance||enemy attack<br>distance||damage<br>treshold||fight<br>timer
|-align=center
!Stand_and_Fire
|0||colspan=5|hold and fire
||120||40||200||if punched||melee
||600||900||600||1200
||300||80||0||30||300
|-align=center
!Sniper
|0xCF=207||colspan=5|hold and fire
||200||20||10||no||melee
||600||900||600||1200
||300||80||0||30||300
|-align=center
!Take_my_Big_Black_Stuff
|3||colspan=5|stare
||200||40||200||no||melee
||600||900||600||1200
||300||80||0||30||300
|-align=center
!Assault
|4||colspan=2|firing charge||hold and fire||firing charge||hold and fire
||200||40||200||no||melee
||600||900||600||1200
||300||80||0||30||300
|-align=center
!Shoot_And_Fight
|2||firing charge||colspan=3|hold and fire||firing charge
||200||40||400||if punched||melee
||600||900||600||1200
||1000||80||0||30||300
|-align=center
!Murder
|1||colspan=5|hold and fire
||50||20||20||if punched||melee
||600||900||600||1200
||300||80||0||30||300
|-align=center
!Civilian
|5||colspan=5|stare
||200||100||200||no||retreat
||600||900||600||1200
||300||80||0||30||300
|-align=center
!Pursuit
|6||colspan=2|firing charge||hold and fire||colspan=2|firing charge
||200||40||0||if punched||melee
||600||900||600||1200
||300||80||0||30||300
|}
 
 
{| style="white-space:nowrap" width=100%
{| style="white-space:nowrap" width=100%
|
|
Line 702: Line 638:
|}
|}


:I have to go now. This is NOT completed.
Talking moved to [[OBD talk:BINA/OBJC/CMBT|CMBT talk]].
: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 18:05, 25 July 2007

table moved to CMBT talk. These tables will remain here for some time, then will be deleted...

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

Talking moved to CMBT talk.