User talk:Loser

From OniGalore
Revision as of 08:49, 27 May 2007 by Loser (talk | contribs) (Gunfire dodging summarized + request)
Jump to navigation Jump to search

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)