Editing ActorSerializeParameter and AI
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[[File:p4-portaltrigger-ai.png |500px|thumb|center|]] | [[File:p4-portaltrigger-ai.png |500px|thumb|center|]] | ||
− | === | + | === AreaBaseAI Gen Variable === |
This chart is for the base camps. | This chart is for the base camps. | ||
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− | === | + | === SprinklerAI and ObjectAIParameter === |
Objects mostly seem composed of two objects - <code>ObjectAIParameter</code> and an entity-specific object, like <code>SprinklerAIParameter</code>. The former contains inventories (<code>DropParameter</code>) and some stuff to do with edge collision it seems, while the latter controls everything specific to the entity. The chart below illustrates it for sprinklers. | Objects mostly seem composed of two objects - <code>ObjectAIParameter</code> and an entity-specific object, like <code>SprinklerAIParameter</code>. The former contains inventories (<code>DropParameter</code>) and some stuff to do with edge collision it seems, while the latter controls everything specific to the entity. The chart below illustrates it for sprinklers. | ||
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[[File:p4-sprinkler-objectAI.png |500px|thumb|center|]] | [[File:p4-sprinkler-objectAI.png |500px|thumb|center|]] | ||
− | === | + | === ValveAI === |
− | Valves have a few properties in their parameter, but ObjectParameter is mostly unused here. There are some missing values that I haven't found the indexes for, but you can see the default values in FModel's blueprint. The enum values for EValveWorkType are also unknown, but 2 and 6 are confirmed. | + | Valves have a few properties in their parameter, but ObjectParameter is mostly unused here. There are some missing values that I haven't found the indexes for, but you can see the default values in FModel's blueprint. The enum values for EValveWorkType are also unknown, but 2 and 6 are confirmed. |
[[File:p4-valveai.png |500px|thumb|center|]] | [[File:p4-valveai.png |500px|thumb|center|]] | ||
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=== Researching === | === Researching === | ||
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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. | ||
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[[Category:Pikmin 4]] | [[Category:Pikmin 4]] | ||
[[Category:Parameters]] | [[Category:Parameters]] |