08-09-2020, 12:57 AM
(This post was last modified: 08-09-2020, 04:24 AM by STM1993.
Edit Reason: rephrased a few parts
)
(08-08-2020, 03:41 PM)Memento Wrote: Right now we need to answer an important question about AI. Should we let the AI pick up weapons, yes or no?I didn't want to hide the poll, so I'll put a few thoughts here.
Any way I can put a poll up about this?
Edit: there is a poll in the LFE discord, under the LF2 Timelapse chat.
https://discord.com/channels/22449920371...5601690635
Facts:
* Weapon Drop only occurs for id100-199. You can have duplicate IDs, and those duplicates would also drop, unlike opoint which takes the first entry.
* Dropped items are in "Independent" team.
* The game will check and drop weapons when there are less than 4 weapon(type 1,2,4,6) objects in the map.
* Weapons can only be picked up in state 1004/2004, and the AI checks for this. You do NOT need the frame to have a bdy that allows it to be picked up.
* AI will only pick up objects that fit in a specific range of IDs (100-199 + 213). Yes, it ignores Louis's armor.
* AI's exact behaviour with the weapon it is holding is hardcoded to the weapon's ID. Yes, it has no AI for Louis's armor.
* AI will NOT pick up weapons at all if there's a John shield(hardcoded to id200 frame 60-69) belonging to an enemy anywhere in the game(and will also avoid the area where the shield is).
* AI will make a beeline for weapons within a very large x-axis range if their targeted enemy(usually the enemy closest to them) is not standing within the same z-axis(zwidth15) of the weapon they wish to pick up. The AI does not check among themselves whether anyone else is targeting the same weapon.
* The AI is compelled to throw weapons almost as soon as they are in state 2(running).
* Throwing has a very fast startup of 4-5tu(except on Bandit/Jan), compared to normal projectiles which generally range from 6-13.
* Throwing has a z-axis aim of 3px/tu, compared to z-aim of opointed objects at 2.5px/tu.
Opinions:
* Weapons introduce an element of randomness to the game, and make the BGs feel less empty.
* The AI is exceptionally vulnerable and predictable when being lured by weapons.
* Once holding a weapon however, they become significantly more dangerous as they start running more often.
* Because the AI tends to throw upon running, this also means they have a tendency to start throwing their weapons at you at unpredictable ranges, especially along z-axis.
* I do not like the AI going after weapons because of all the above reasons, and how they break the consistency expected of AI behaviour.
* Ultimately, I am still okay with the AI picking up weapons, but it needs to be tightly controlled in some form. For example, only specific chars will attempt to pick up weapons, or they only pick up when you're down or too far away etc.
I shifted Sauce's EXE changes into the improved EXE by Leaf in case you prefer the no weapon pick option, which btw will still have the AI attempt to pick milk/beer, just not regular weapons.
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~Spy_The_Man1993~
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