https://www.ufopaedia.org/index.php?title=Talk:OBDATA.DAT&feed=atom&action=historyTalk:OBDATA.DAT - Revision history2024-03-29T05:03:39ZRevision history for this page on the wikiMediaWiki 1.35.4https://www.ufopaedia.org/index.php?title=Talk:OBDATA.DAT&diff=64744&oldid=prevZombie: /* Fields 29 and 30 */ Proposal for [30]2015-05-29T05:40:27Z<p><span dir="auto"><span class="autocomment">Fields 29 and 30: </span> Proposal for [30]</span></p>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>They were mixed up with each other. Actually only value of field_29 matter, I haven't found any references for field_30 in the game code. And I don't know why field 30 was declared as "used". Alien corpse objects have different fields 29 and 30,and field30 always seems to be 0x0F or 0x0E which are rifle clip and grenade objects... . --[[User:Volutar|Volutar]] 13:01, 5 April 2011 (EDT)</div></td>
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</table>Zombiehttps://www.ufopaedia.org/index.php?title=Talk:OBDATA.DAT&diff=39069&oldid=prevSpike: /* Field 0x2D (45) */2012-10-15T02:44:46Z<p><span dir="auto"><span class="autocomment">Field 0x2D (45)</span></span></p>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>::::: That is: I don't think that an alien that just wakes up after being shot badly, should run away from the weapons it dropped because it was shot. It should pick them up immediately, at least if picking up items costs TUs (this doesn't use energy so it should not trigger reaction shots). The tactic seems to work well in Extender's Alien Pets mode. --[[User:Zaimoni|Zaimoni]] 8:39, 14 October 2012 (CDT)</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>::::: That is: I don't think that an alien that just wakes up after being shot badly, should run away from the weapons it dropped because it was shot. It should pick them up immediately, at least if picking up items costs TUs (this doesn't use energy so it should not trigger reaction shots). The tactic seems to work well in Extender's Alien Pets mode. --[[User:Zaimoni|Zaimoni]] 8:39, 14 October 2012 (CDT)</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>:::: You are right. So it should be treated as a bug. By the way the source code of UFOExtender shows it has a 'get' attribute for OBDATA.DAT which is this 'value to get' data. I'm not sure if it's working but if it is that's useful. [[User:Spike|Spike]] 22:44, 14 October 2012 (EDT)</div></td>
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</table>Spikehttps://www.ufopaedia.org/index.php?title=Talk:OBDATA.DAT&diff=38990&oldid=prevZaimoni at 13:39, 14 October 20122012-10-14T13:39:38Z<p></p>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>::::: Remember, the object chase code should only apply to disarmed aliens -- no perpetual killing ground without end-game psionics (at which point there are so many abuses it isn't funny). As I see it, the problem is that the AI can't have much mental state in the DOS version because of the memory model (64K per byte-addressable segment max). It wouldn't have been practical to calculate the patrol paths, etc. based on the map. --[[User:Zaimoni|Zaimoni]] 8:30, 14 October 2012 (CDT)</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>::::: Remember, the object chase code should only apply to disarmed aliens -- no perpetual killing ground without end-game psionics (at which point there are so many abuses it isn't funny). As I see it, the problem is that the AI can't have much mental state in the DOS version because of the memory model (64K per byte-addressable segment max). It wouldn't have been practical to calculate the patrol paths, etc. based on the map. --[[User:Zaimoni|Zaimoni]] 8:30, 14 October 2012 (CDT)</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>::::: That is: I don't think that an alien that just wakes up after being shot badly, should run away from the weapons it dropped because it was shot. It should pick them up immediately, at least if picking up items costs TUs (this doesn't use energy so it should not trigger reaction shots). The tactic seems to work well in Extender's Alien Pets mode. --[[User:Zaimoni|Zaimoni]] 8:39, 14 October 2012 (CDT)</div></td>
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</table>Zaimonihttps://www.ufopaedia.org/index.php?title=Talk:OBDATA.DAT&diff=38989&oldid=prevZaimoni at 13:31, 14 October 20122012-10-14T13:31:14Z<p></p>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:::: This is maybe not a bad thing. Otherwise an XCOM sniper with a Stun Launcher (or a brave soldier with a Stun Rod) could potentially set up and stake out a perpetual killing ground. [[User:Spike|Spike]] 22:23, 13 October 2012 (EDT)</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:::: This is maybe not a bad thing. Otherwise an XCOM sniper with a Stun Launcher (or a brave soldier with a Stun Rod) could potentially set up and stake out a perpetual killing ground. [[User:Spike|Spike]] 22:23, 13 October 2012 (EDT)</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>::::: Remember, the object chase code should only apply to disarmed aliens -- no perpetual killing ground without end-game psionics (at which point there are so many abuses it isn't funny). As I see it, the problem is that the AI can't have much mental state in the DOS version because of the memory model (64K per byte-addressable segment max). It wouldn't have been practical to calculate the patrol paths, etc. based on the map. --[[User:Zaimoni|Zaimoni]] 8:30, 14 October 2012 (CDT)</div></td>
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</table>Zaimonihttps://www.ufopaedia.org/index.php?title=Talk:OBDATA.DAT&diff=38945&oldid=prevSpike: /* Field 0x2D (45) */2012-10-14T02:23:35Z<p><span dir="auto"><span class="autocomment">Field 0x2D (45)</span></span></p>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>::: Just did a light test of this (setting the AI worthiness of weapons to their damage). Note that weapons carried by aliens stunned during X-COM's turn are ignored even if there are no agents covering the alien on recovering, so it's very likely the flaky field settings were not testably different than the designed behavior. --[[User:Zaimoni|Zaimoni]] 13:37, 13 October 2012 (CDT)</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>::: Just did a light test of this (setting the AI worthiness of weapons to their damage). Note that weapons carried by aliens stunned during X-COM's turn are ignored even if there are no agents covering the alien on recovering, so it's very likely the flaky field settings were not testably different than the designed behavior. --[[User:Zaimoni|Zaimoni]] 13:37, 13 October 2012 (CDT)</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>:::: This is maybe not a bad thing. Otherwise an XCOM sniper with a Stun Launcher (or a brave soldier with a Stun Rod) could potentially set up and stake out a perpetual killing ground. [[User:Spike|Spike]] 22:23, 13 October 2012 (EDT)</div></td>
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</table>Spikehttps://www.ufopaedia.org/index.php?title=Talk:OBDATA.DAT&diff=38914&oldid=prevZaimoni at 16:21, 13 October 20122012-10-13T16:21:59Z<p></p>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:: Another thing discovered, which could make you slightly happy. This "picking up" scanning function takes only objects in account, appeared on ground when it wasn't XCOM turn. It means player cannot force aliens to take them as bait. If alien killed some XCOM he could pick up his weapon as trophy. So, this is not the subject to concern about. By the way, when discovering this I found that ObjPos flagfield_10 was treated wrong: bit 0 flags those objects, which were dropped on player's move and bit 1 means aliens were the reason of objects appeared on the ground. --[[User:Volutar|Volutar]] 13:37, 5 April 2011 (EDT)</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:: Another thing discovered, which could make you slightly happy. This "picking up" scanning function takes only objects in account, appeared on ground when it wasn't XCOM turn. It means player cannot force aliens to take them as bait. If alien killed some XCOM he could pick up his weapon as trophy. So, this is not the subject to concern about. By the way, when discovering this I found that ObjPos flagfield_10 was treated wrong: bit 0 flags those objects, which were dropped on player's move and bit 1 means aliens were the reason of objects appeared on the ground. --[[User:Volutar|Volutar]] 13:37, 5 April 2011 (EDT)</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>::: Just did a light test of this (setting the AI worthiness of weapons to their damage). Note that weapons carried by aliens stunned during X-COM's turn are ignored even if there are no agents covering the alien on recovering, so it's very likely the flaky field settings were not testably different than the designed behavior. --[[User:Zaimoni|Zaimoni]] 13:37, 13 October 2012 (CDT)</div></td>
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</table>Zaimonihttps://www.ufopaedia.org/index.php?title=Talk:OBDATA.DAT&diff=33373&oldid=prevVolutar: /* Field 0x2D (45) */2011-04-05T17:43:27Z<p><span dir="auto"><span class="autocomment">Field 0x2D (45)</span></span></p>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>: (Reset indent level). Sorry I missed that answer about completely depleted ammo. Your answer about which races will pick up weapons means there is the possibility that an alien with strong Psi capability would get killed by coming out into the open to collect a weapon that it doesn't really need. That would be a backward step. Maybe we could test for that. [[User:Spike|Spike]] 14:21, 3 April 2011 (EDT)</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>: (Reset indent level). Sorry I missed that answer about completely depleted ammo. Your answer about which races will pick up weapons means there is the possibility that an alien with strong Psi capability would get killed by coming out into the open to collect a weapon that it doesn't really need. That would be a backward step. Maybe we could test for that. [[User:Spike|Spike]] 14:21, 3 April 2011 (EDT)</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>:: Another thing discovered, which could make you happy. This "picking up" scanning function takes only<del class="diffchange diffchange-inline"> those</del> objects in account,<del class="diffchange diffchange-inline"> which</del> appeared on ground when it wasn't XCOM turn. It means player cannot force aliens to take them as <del class="diffchange diffchange-inline">bate</del>. If <del class="diffchange diffchange-inline">aliens</del> killed some XCOM <del class="diffchange diffchange-inline">it</del> could <del class="diffchange diffchange-inline">pickup</del> his weapon as trophy. So, this is not the subject to concern about.<del class="diffchange diffchange-inline"> </del> By the way, <del class="diffchange diffchange-inline">why</del> discovering this I found that ObjPos <del class="diffchange diffchange-inline">flagfield</del> was treated <del class="diffchange diffchange-inline">wrongly,</del> bit 0 flags those objects, which were dropped on player's move and bit 1 means aliens were the reason of objects appeared on the ground. --[[User:Volutar|Volutar]] 13:37, 5 April 2011 (EDT)</div></td>
<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>:: Another thing discovered, which could make you<ins class="diffchange diffchange-inline"> slightly</ins> happy. This "picking up" scanning function takes only objects in account, appeared on ground when it wasn't XCOM turn. It means player cannot force aliens to take them as <ins class="diffchange diffchange-inline">bait</ins>. If <ins class="diffchange diffchange-inline">alien</ins> killed some XCOM <ins class="diffchange diffchange-inline">he</ins> could <ins class="diffchange diffchange-inline">pick up</ins> his weapon as trophy. So, this is not the subject to concern about. By the way, <ins class="diffchange diffchange-inline">when</ins> discovering this I found that ObjPos <ins class="diffchange diffchange-inline">flagfield_10</ins> was treated <ins class="diffchange diffchange-inline">wrong:</ins> bit 0 flags those objects, which were dropped on player's move and bit 1 means aliens were the reason of objects appeared on the ground. --[[User:Volutar|Volutar]] 13:37, 5 April 2011 (EDT)</div></td>
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</table>Volutarhttps://www.ufopaedia.org/index.php?title=Talk:OBDATA.DAT&diff=33372&oldid=prevVolutar: /* Field 0x2D (45), another tiny discovery */2011-04-05T17:37:17Z<p><span dir="auto"><span class="autocomment">Field 0x2D (45), another tiny discovery</span></span></p>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>: (Reset indent level). Sorry I missed that answer about completely depleted ammo. Your answer about which races will pick up weapons means there is the possibility that an alien with strong Psi capability would get killed by coming out into the open to collect a weapon that it doesn't really need. That would be a backward step. Maybe we could test for that. [[User:Spike|Spike]] 14:21, 3 April 2011 (EDT)</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>: (Reset indent level). Sorry I missed that answer about completely depleted ammo. Your answer about which races will pick up weapons means there is the possibility that an alien with strong Psi capability would get killed by coming out into the open to collect a weapon that it doesn't really need. That would be a backward step. Maybe we could test for that. [[User:Spike|Spike]] 14:21, 3 April 2011 (EDT)</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>:: Another thing discovered, which could make you happy. This "picking up" scanning function takes only those objects in account, which appeared on ground when it wasn't XCOM turn. It means player cannot force aliens to take them as bate. If aliens killed some XCOM it could pickup his weapon as trophy. So, this is not the subject to concern about. By the way, why discovering this I found that ObjPos flagfield was treated wrongly, bit 0 flags those objects, which were dropped on player's move and bit 1 means aliens were the reason of objects appeared on the ground. --[[User:Volutar|Volutar]] 13:37, 5 April 2011 (EDT)</div></td>
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</table>Volutarhttps://www.ufopaedia.org/index.php?title=Talk:OBDATA.DAT&diff=33371&oldid=prevVolutar: /* Field 29 and 30 */2011-04-05T17:01:16Z<p><span dir="auto"><span class="autocomment">Field 29 and 30</span></span></p>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:It would be real fun if the blaster bomb could be turned into a huge area-of-effect ''stun'' bomb. :) -[[User:MikeTheRed|MikeTheRed]] 13:22, 24 November 2008 (CST)</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:It would be real fun if the blaster bomb could be turned into a huge area-of-effect ''stun'' bomb. :) -[[User:MikeTheRed|MikeTheRed]] 13:22, 24 November 2008 (CST)</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>== Fields 29 and 30 ==</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>They were mixed up with each other. Actually only value of field_29 matter, I haven't found any references for field_30 in the game code. And I don't know why field 30 was declared as "used". Alien corpse objects have different fields 29 and 30,and field30 always seems to be 0x0F or 0x0E which are rifle clip and grenade objects... . --[[User:Volutar|Volutar]] 13:01, 5 April 2011 (EDT)</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Field 0x2D (45) ==</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>== Field 0x2D (45) ==</div></td>
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</table>Volutarhttps://www.ufopaedia.org/index.php?title=Talk:OBDATA.DAT&diff=33344&oldid=prevSpike: /* Field 0x2D (45) */ slight reorg. risk of Psi aliens getting killed for dropped weapons2011-04-03T18:21:04Z<p><span dir="auto"><span class="autocomment">Field 0x2D (45): </span> slight reorg. risk of Psi aliens getting killed for dropped weapons</span></p>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>I've patched ObData.Dat file (replaced all field_2d values of 0x01 with 0x10) and observed AI picking up dropped items. I don't know why this field was disabled, though I can presume it could be heavily used as "bait" like cheat because this estimation function cannot "skip" items if AI unit already has attacking weapons and clips (maybe this "taking" function ain't even called if unit is fully equiped - I didn't check that). Probably it wasn't finished... Which is weird. --[[User:Volutar|Volutar]] 08:07, 26 March 2011 (EDT)</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>I've patched ObData.Dat file (replaced all field_2d values of 0x01 with 0x10) and observed AI picking up dropped items. I don't know why this field was disabled, though I can presume it could be heavily used as "bait" like cheat because this estimation function cannot "skip" items if AI unit already has attacking weapons and clips (maybe this "taking" function ain't even called if unit is fully equiped - I didn't check that). Probably it wasn't finished... Which is weird. --[[User:Volutar|Volutar]] 08:07, 26 March 2011 (EDT)</div></td>
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<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"></td>
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<td class="diff-marker"><a class="mw-diff-movedpara-right" title="Paragraph was moved. Click to jump to old location." href="#movedpara_4_0_lhs">⚫</a></td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><a name="movedpara_1_1_rhs"></a>Firstly it fills some buffer (maximum length is 50 elements) with items, having flag field (+0x0c) with bit1 set (& 0x02). Then it calculates most worthy item as maximum of ''worthToTake/(distance+1)''. And only after that it will try to pick this item up if distance is less than ''worthToTake-5''. So this value is matter when AI choosing object to pickup. And of course when AI sees some attacking options, it chooses most effective. When estimating grenade efectiveness it thinks that 1 friendly unit equal 2 enemy. So if there will be 1 friend with 2 enemies at very close distance, AI won't even try to blow them up.--[[User:Volutar|Volutar]] 12:55, 1 April 2011 (EDT)</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:This is really good news that you found this function for aliens to pick things up . Finding a way to activate it could eliminate the silly problem of unarmed aliens who won't pick up weapons. You are right there is a risk of a "item bait" tactic being used. The trick would be to make sure that item pickup is only used by aliens who are unarmed or (better) for aliens who lack a weapon that is effective against X-Com, to pick up a weapon that ''is'' effective. [[User:Spike|Spike]] 17:28, 28 March 2011 (EDT)</div></td>
<td class="diff-marker"> </td>
<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:This is really good news that you found this function for aliens to pick things up . Finding a way to activate it could eliminate the silly problem of unarmed aliens who won't pick up weapons. You are right there is a risk of a "item bait" tactic being used. The trick would be to make sure that item pickup is only used by aliens who are unarmed or (better) for aliens who lack a weapon that is effective against X-Com, to pick up a weapon that ''is'' effective. [[User:Spike|Spike]] 17:28, 28 March 2011 (EDT)</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:::::: Only Sectoids, Snakemans, Ethereals, Mutons and Floaters are capable of taking weapon from the ground. Another answer is already given: ''"3) if '''ground clip''' fits to weapon he already has (to take extra clips for weapon with depleted ammo)"--[[User:Volutar|Volutar]] 14:07, 3 April 2011 (EDT)</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"><div>:::::: Only Sectoids, Snakemans, Ethereals, Mutons and Floaters are capable of taking weapon from the ground. Another answer is already given: ''"3) if '''ground clip''' fits to weapon he already has (to take extra clips for weapon with depleted ammo)"--[[User:Volutar|Volutar]] 14:07, 3 April 2011 (EDT)</div></td>
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<td style="background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;"></td>
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<td class="diff-marker">+</td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>: (Reset indent level). Sorry I missed that answer about completely depleted ammo. Your answer about which races will pick up weapons means there is the possibility that an alien with strong Psi capability would get killed by coming out into the open to collect a weapon that it doesn't really need. That would be a backward step. Maybe we could test for that. [[User:Spike|Spike]] 14:21, 3 April 2011 (EDT)</div></td>
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<td class="diff-marker"><a class="mw-diff-movedpara-left" title="Paragraph was moved. Click to jump to new location." href="#movedpara_1_1_rhs">⚫</a></td>
<td style="color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><a name="movedpara_4_0_lhs"></a>Firstly it fills some buffer (maximum length is 50 elements) with items, having flag field (+0x0c) with bit1 set (& 0x02). Then it calculates most worthy item as maximum of ''worthToTake/(distance+1)''. And only after that it will try to pick this item up if distance is less than ''worthToTake-5''. So this value is matter when AI choosing object to pickup. And of course when AI sees some attacking options, it chooses most effective. When estimating grenade efectiveness it thinks that 1 friendly unit equal 2 enemy. So if there will be 1 friend with 2 enemies at very close distance, AI won't even try to blow them up.--[[User:Volutar|Volutar]] 12:55, 1 April 2011 (EDT)</div></td>
<td colspan="2" class="diff-empty"> </td>
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</table>Spike