Difference between revisions of "User:JRoush"

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== Detection ==
== Detection ==
The following factors contribute to one actor's '''Detection Level''' towards another actor.  For simplicity, the former is called the 'Detector' and the latter is called the 'Target'.
These formulas aren't actually that complicated, but they involve a ''lot'' of conditional branches.  Many of the factors below only contribute under a specific condition, e.g. the target is swimming or the detector is asleep, etc.
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If the '''Overall Detection Level''' is greater than a certain threshold, the detector can see the target, and engage it in combat if it's hostile.
Note: The target-is-in-combat bonus is fairly significant.  Combined with the much lower combat threshold, this can make it ''very'' difficult for an actor to return to hiding once a hostile actor has seen them.


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! style="background:#efefef;" | <center> Threshold </center>  
! style="background:#efefef;" | <center> Threshold </center>  
! style="background:#efefef;" | <center> Conditions </center>
! style="background:#efefef;" | <center> Used By </center>
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| [[fSneakUnseenMin]]
| [[fSneakUnseenMin]]

Revision as of 19:16, 20 August 2010

Notes on Scripting

General Scripting

Adding or removing (possibly any modifying of) effects in an enchantment (or, presumably, a spell) that is currently affecting an actor results in CTD. Instead, we must cloneform the enchantment and use that instead. Previous testing gives me hope that the game might garbage collect unused formids.

Modifications to non-cloned forms (e.g. changes to name, etc) do not appear to stick upon reloading the game. Dynamically generated spells must be cloned, or else the base forms modified in script every time the game is reloaded.

Cloned forms are not removed when the mod is deactivated. Since there is no way for the average player to remove cloned spells from spell merchants, a "cleanup" script must be provided to do so. - makes the whole use of cloned spells unattractive -

GetOwner appears to work only on references (not items in a container). There is a stolen flag, I believe, but not sure how to set it.

Moveto and PositionCell don't transfer meshes. the 'usual' workarounds assume transfer to the current cell, and don't work for destination cells that aren't loaded.

Using GetIconPath on an object with no icon causes a CTD.

Menu Scripting

Traits of the form <user#> are parameters set by the game enigne. The visible manifestations (text, slider position, etc.) are usually set to derive from these inputs. As of OBSE v0017 modifying most traits from scripts will destroy derivative relationships; it appears that some values (e.g. quantity slider traits) are safe to modify. Modifying the <user#> traits directly one can "fake" user input; in particular spell/potion names and slider bar positions. Derivative relationships are reloaded when the menu is. Note that the HUD (and possibly the inventory) reloads only after exiting to the main menu; changes to the HUD will persist until then.

The Arrow + Enter keys can normally be used to navigate menus. I haven't found (or seriously looked for) a way to determine which tile is the focus of a keyboard event. It looks like the focus is *either* keyboard or mouse based, and transitions from one to the other are inconsistent or bugged. At any rate, OBSE v0017 GetActiveUIComponent* functions work only for tiles focused on by the mouse. Also, arrow+enter menu navigation is NOT based on mapped controls and cannot be disabled using Disablekey. It CAN be disabled by removing all traits of the form <xbutton>, <xleft>, <xright>, etc. from the menu in question, but not by simply setting them to zero in scripts. This is a problem because an errant keystrokes can apparently derail a ClickMenuButton call, which makes setting up long chains of automated click events unfeasible.

The GetCursorPos function is a bit dodgy. Returned positions are not consistent, and seem to depend on integrated movement history. This, combined with the lack of a function to get screen resolution, makes it impractical for use in menus (specifically, I couldn't use it to script in a custom slider bar).

Detection

The following factors contribute to one actor's Detection Level towards another actor. For simplicity, the former is called the 'Detector' and the latter is called the 'Target'.

These formulas aren't actually that complicated, but they involve a lot of conditional branches. Many of the factors below only contribute under a specific condition, e.g. the target is swimming or the detector is asleep, etc.

Distance
Shorthand
Value
Max Detection Distance
maxDist
fSneakMaxDistance ( * fSneakExteriorDistanceMult, for exterior cells)
Distance Factor
distMult
1 - (distance between detector and target) / maxDist
Sound
Shorthand
Value
Line-of-Sight Sound Factor
losSound
fSneakSoundLosMult if detector has line of sight to target

1.0 otherwise

Swimming Sound Factor
swimSound
0.0 if target is under water

1.0 otherwise

Running Factor
running
fSneakRunningMult if target is running

1.0 otherwise

Movement Bonus
moving

fSneakBootWeightBase + fSneakBootWeightMult * (target boot weight) if target is moving

0.0 if target is stationary

In-Combat Bonus
combat
fSneakTargetInCombatBonus if target is in combat

0.0 otherwise

Overall Sound Bonus
fSneakSoundsMult * distMult * losSound * swimSound * (running * moving + combat)
Light
Shorthand
Value
Line-of-Sight Light Factor
losLight
1.0 if detector has line of sight to target

0.0 otherwise

Swimming Light Factor
swimLight
fSneakSwimmingLightMult if target is under water

1.0 otherwise

Light Factor
light
fDetectionSneakLightMod + (light level on target) * (fDetectionNightEyeBonus, if detector's NightEye AV > 0)

Light Factor is capped at 100

Invisiblity Factor
invis
0.0 if target's "Invisibility" AV > 0

1.0 - (target's "Chameleon" AV, max 100) / 100.0, otherwise

Blindness Factor
blind
1.0 - (detector's "Blindness" AV) / 100.0
Overall Light Bonus
fSneakSleepBonus if detector is sleeping

fSneakLightMult * distMult * losLight * swimLight * light * invis * blind, otherwise

Skill
Shorthand
Value
Overall Skill Bonus
fSneakSkillMult * [(detector's Sneak skill) * distMult - (target's Sneak skill, if target is sneaking)]
Detection Level
Shorthand
Value
Overall Detection Level
fSneakBaseValue + (fSneakTargetAttackBonus, if target attacked detector) + Overall Sound Bonus + Overall Light Bonus + Overall Skill Bonus

If the Overall Detection Level is greater than a certain threshold, the detector can see the target, and engage it in combat if it's hostile.

Note: The target-is-in-combat bonus is fairly significant. Combined with the much lower combat threshold, this can make it very difficult for an actor to return to hiding once a hostile actor has seen them.

Threshold
Used By
fSneakUnseenMin all actors that are unaware of target

all non-hostile actors

fSneakLostMin hostile actors that are searching for target
iAICombatMinDetection hostile actors that are in combat with target