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    Re: Thread for discussing all aspects of Artificial Intelligence

    I guess my few hours became dragged out a little. I'll now post the rest of the tag.

    burst geometry

    burst origin radius - How far from the start of the burst does the crosshair drift
    burst origin angle - If not zero, burst may drift up or down. Magnitude depnding on value.
    burst return length - How far back towards the target the burst travels
    burst return angle - Same as origin angle, but from the point at which the return begins (Apparently)
    burst duration - How long a burst is fired for. Affects speed of burst movement
    burst separation - How long between bursts.
    burst angular velocity - How fast actor can turn while firing
    special damaga modifier - Any additional damage shots do. Added (or multiplied) to standard error.
    special projectile error. Additional error added to projectiles.

    firing patterns

    Details of "new-target", "moving", and "berserk" are at the top of the section on the tag.
    burst duration - How long a burst is fired for
    burst separation - Time between bursts
    rate of fire - Times per second trigger is pulled
    projectile error - angle from intended projectile destination

    So new-target burst duration would be the burst duration when a target first appears.

    Special-case firing properties

    super-ballistic range - The range at which the AI begins to aim at the sky, hoping to land the shot in a large arc.
    bombardment range - AI adds error to burst targets to show bombardment inaccuracy above this range
    modified vision range - How far actor can see when in the special-case
    special-fire mode - What the AI will do when in a special-fire situation: overcharge weapon or pull secondary trigger
    special-fire situation - What triggers the special-fire situation
    special-fire chance - Chance of the situation occuring if appropriate conditions arise. 0 = never, 1 = always.
    special-fire delay - Minimum time between allowed instances of special-fire

    berserking and melee

    melee range - Range within which unit will try to melee enemy
    melee abort range - Range outside which unit will cease to attempt to melee target
    berserk firing ranges - Berserking actor will try to maintain this distance or closer
    berserk melee range - Range when actor tries to melee enemy when berserking
    berserk melee abort range - Range outside which berserking AI stops trying to melee enemy.

    grenades

    grenade type - Type of grenade thrown, sticky or frag
    trajectory type - How 'nade is thrown: toss (what is this?), lob (what's the difference?) bounce (AI will try to bounce the grenade to reach the target)
    grenade stimulus - What triggers a grenade throw
    minimum enemy count - How many enemies have to be present within "enemy radius" for the AI to consider throwing a 'nade
    enemy radius - Radius of circle indicating which enemies count toward the "minimum enemy count"
    grenade velocity - How fast the 'nade travels
    grenade ranges - Ranges between which grenade throws will be attempted
    collaterla damage radius - If there are friendlies within this area, 'nade will not be thrown.
    grenade chance - Chance of grenade when all criteria are met.
    grenade check time - How often AI checks for grenade throw conditions
    encounter grenade timeout - How long after another member of the encounter has thrown a 'nade before another 'nade can be thrown

    items

    equipment - What is equipment?
    grenade count - Number of 'nades AI carries. Number that it drops if "unlimited grenades" is checked
    dont drop grenades chance - How likely grenades WILL NOT be dropped, even if actor still has 'nades
    drop weapon loaded - Fraction of clip already loaded in dropped weapon
    drop weapon ammo - How much total ammo a dropped weapon has. Chosen randomly between two values

    unit

    body vitality - Amount of health unit has
    shield vitality - Amount of shields unit has. 0 = no shields
    shield sapping radius - No clue
    Forced shader permutation - No clue

    CHANGE COLORS - Changing the color of the actor. I have found that this method does not seem to work for me. I use the color permutations in the biped tag instead. If anyone can suggest something to make this method work, I welcome it, as it would make changing actor colors much easier.

    This concludes the options in the actor_variant tag. I will be dealing with the actor tag in the next post.
    Last edited by Reiper; January 29th, 2009 at 04:51 AM.
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