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With regard to unit clarification, 1 JKU is the equivalent of 1 meter, a time value of 3000.0 msec is the equivalent of 3 seconds and boolean values within are assigned by either a 0 (false) or 1 (true) value. Interestingly, both integer and floating-point numbers seem to be legal values for boolean arguments (but must be of the form 0.0 or 1.0).
Each instinct has a set number of arguments which must be set, in order for the AI character to use that instinct. The following details show examples, as well as listing each argument effect and type.
Jump 3000.0, 1.0, 1.0
Argument 1: Time interval between checking for "Jump characteristic" (msec)
Argument 2: Maximum jump height (NOT in JKUs - value isn't real, but solely for AI)
Argument 3: Maximum jump distance (NOT in JKUs - value isn't real, but solely for AI)
This enables the AI character to jump. There is some controversy surrounding arguments 2 and 3; the distance values supplied for these arguments appear to be units that aren't measured in JKUs (as one would logically expect). Instead, they seem to be distances that the AI "interprets" as being a valid move-space, with the *capability* of moving the value of the distances supplied (the equivalent of the AI thinking it can move this much, even though in reality, it cannot).
This section details how the instinct is initiated. In some cases, a charactor's AI are dependent upon certain actions/events occurring before the instinct is triggered.
The "maxstep" value is the absolute maximum jump height for the AI (unless manipulated via COG). The actor may jump only with the Jump instinct specified, but can jump certainly no higher than this value. LookForTarget does not seem to trigger this instict.