Editing ActorSerializeParameter and AI

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=== NavMeshTriggers ===
 
=== NavMeshTriggers ===
  
There are 3 types: <code>NavMeshTrigger</code>, <code>NavMeshTriggerClear</code> and <code>NavMeshTriggerLinkForSplash</code> (for sprinklers). My current understanding is that these triggers send pulses to whatever they're linked to on a timer or some conditions. These bytes come from the <code>NavMeshTrigger</code> part of <code>ActorSerializeParameter</code>, and seem to be some of the only objects in the game that use that property. It is worth noting that the <code>AI</code> property for <code>NavMeshTriggerLinkForSplash</code> is identical for every instance of this actor across the game. <code>NavMeshTriggerClear</code> has several different sets of AI bytes though.
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There are 3 kinds: NavMeshTrigger, NavMeshTriggerClear and NavMeshTriggerLinkForSplash (for sprinklers). My current understanding is that these triggers send pulses to whatever they're linked to on a timer or some conditions.
 
   
 
   
 
[[File:p4-navmeshtrigger.png |500px|thumb|center|]]
 
[[File:p4-navmeshtrigger.png |500px|thumb|center|]]
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The blueprints can also be viewed in FModel (in <code>Placeables/</code>), and you can find the <code>AI_GEN_VARIABLE</code>s which should have all the property names and their default values. I've had limited success here, as you often can't just find the value in the AI bytes, but it can definitely give insight into what must be available in the object, and other possible enum values etc. This leads me to think it's possible that non-overriden fields of the gen variable objects are left zeroed, which doesn't make much sense, because how would you set a value of zero? idk.
 
The blueprints can also be viewed in FModel (in <code>Placeables/</code>), and you can find the <code>AI_GEN_VARIABLE</code>s which should have all the property names and their default values. I've had limited success here, as you often can't just find the value in the AI bytes, but it can definitely give insight into what must be available in the object, and other possible enum values etc. This leads me to think it's possible that non-overriden fields of the gen variable objects are left zeroed, which doesn't make much sense, because how would you set a value of zero? idk.
 
=== Data Dumps ===
 
 
* [https://github.com/Chagrilled/P4-DandoriDesktop/blob/master/src/api/entityData.json/ entityData.json] - a dump of every unique value every actor has in the game from the AP files
 
* [https://github.com/Chagrilled/P4-DandoriDesktop/blob/master/src/api/sublevels.json Sublevels.json] - a dump of every value each actor can have from the Sublevels files - these are the English overriden parameter names
 
* [https://github.com/Chagrilled/P4-DandoriDesktop/blob/master/scrape.js/ scrape.js] - the code to generate the above lists - can be supplied an actor name to extract its section from <code>entityData.json</code> given how bulky that file is. Clone Dandori Desktop and run <code>node scrape.js Kochappy</code> to dump Kochappy's data into the <code>extractions/</code> folder
 
  
 
[[Category:Pikmin 4]]
 
[[Category:Pikmin 4]]
 
[[Category:Parameters]]
 
[[Category:Parameters]]

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