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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.
BlindFire 4000.0, 0.80, 0, 0.8, 1.0, 0.20
Argument 1: Interval between firing (msec)
Argument 2: Firing probability (%: ranges from 0=never to 1=always)
Argument 3: Weapon (boolean: 0=primary weapon OR 1=secondary weapon)
Argument 4: Minimum fire dot (1.0=must be facing exactly / 0.0=180° arc / -1.0=360° arc)
Argument 5: Minimum Distance from the target to use this instinct (JKUs)
Argument 6: Shot Error (%: ranges from 0=perfect aim to 1=randomly)
This instinct is used by AI when the player is a certain distance away. Arguments 2 and 5 seem to be the most important in-so-far-as determining the range and probability of firing at the player, whilst parameter 6 provides a more "realisic" element of gameplay by providing a projectile offset error (simulating firing at a target from a long distance with more inaccuracy than firing at close range). This is often overlooked, given that most of the default projectiles in JK (and MotS) usually have an offset in their template setting, as well as being capable of injecting a random vector offset via the appropriate cog verbs in the weapon's class cog. For example, if the AI were a sniper, it is suggested that you increase this number (within its parameter boundary) for enhanced realism.
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.
Seems to aim for a constant target ghost position of the thing that attacked it; the attacker's position isn't updated for the AI until they shoot at it, at which point a "refresh" of the target position is initiated.