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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.
TurretFire 600.0, 75.0, 160.0, 160.0, 5.0, 0.20, 500.0, 10000.0, 1.0
Argument 1: Fire rate in-between shots (msecs)
Argument 2: Turn rate for pitch and yaw (%)
Argument 3: Yaw range of motion (0° to 180°)
Argument 4: Pitch range of motion (0° to 180°)
Argument 5: Max distance to take shot (JKUs)
Argument 6: Minimum health % to cause "beserk" mode (%: ranges from 0=never to 1=always)
Argument 7: Fire rate when in "beserk" mode (msecs)
Argument 8: The time delay between when "beserk" mode starts and self-destruction (msecs)
Argument 9: Percentage of leading a moving target (%: ranges from 0=never to 1=always)
This instinct exists exclusively for turret guns and sets their firing capabilities.
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.
A turret gun requires both LookForTarget and TurretFire instincts to fire at a target. If either one isn't found in the *.ai file then the AI will not respond to any player interaction/event.