708
edits
(fixing old mistake of my own) |
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{{OBDtr| 0x110 | float |EBEBEB| AE 6C 56 BD | -0.052349 | firing spread direction Y component }} | {{OBDtr| 0x110 | float |EBEBEB| AE 6C 56 BD | -0.052349 | firing spread direction Y component }} | ||
{{OBDtr| 0x114 | float |EBEBEB| AF 8D A9 B7 | -0.000020 | firing spread direction Z component }} | {{OBDtr| 0x114 | float |EBEBEB| AF 8D A9 B7 | -0.000020 | firing spread direction Z component }} | ||
{{OBDtr| 0x118 | float |EBEBEB| DC FE 08 3C | 0.008362 | | {{OBDtr| 0x118 | float |EBEBEB| DC FE 08 3C | 0.008362 | targeting vector origin X component? }} | ||
{{OBDtr| 0x11C | float |EBEBEB| 5C 11 23 3E | 0.159246 | | {{OBDtr| 0x11C | float |EBEBEB| 5C 11 23 3E | 0.159246 | targeting vector origin Y component? }} | ||
{{OBDtr| 0x120 | float |EBEBEB| 39 C6 2A 3F | 0.667087 | | {{OBDtr| 0x120 | float |EBEBEB| 39 C6 2A 3F | 0.667087 | targeting vector origin Z component? }} | ||
{{OBDtr| 0x124 | float |EBEBEB| 00 00 61 44 | 900.000000 | unknown; it is some angle; if this angle is for example 90°, then AI, which is shooting this weapon, will try to copy target's movements eg. when target strafes left, armed AI stops shooting and runs left too; if you set it 270°, armed AI is performing opposite actions eg. when you run left, armed AI runs right; while running, AI stops shooting }} | {{OBDtr| 0x124 | float |EBEBEB| 00 00 61 44 | 900.000000 | unknown; it is some angle; if this angle is for example 90°, then AI, which is shooting this weapon, will try to copy target's movements eg. when target strafes left, armed AI stops shooting and runs left too; if you set it 270°, armed AI is performing opposite actions eg. when you run left, armed AI runs right; while running, AI stops shooting }} | ||
{{OBDtr| 0x128 | float |EBEBEB| 00 00 20 41 | 10.000000 | max. inaccurancy angle; sets max angle between weapon's aiming vector and target's position; when AI exceeds this angle (by recoil or target running away), AI stops shooting and aims weapon again straight to the target, then resume shooting }} | {{OBDtr| 0x128 | float |EBEBEB| 00 00 20 41 | 10.000000 | max. inaccurancy angle; sets max angle between weapon's aiming vector and target's position; when AI exceeds this angle (by recoil or target running away), AI stops shooting and aims weapon again straight to the target, then resume shooting }} | ||
{{OBDtr| 0x12C | float |EBEBEB| 00 00 20 40 | 2.500000 | unknown; always the same }} | {{OBDtr| 0x12C | float |EBEBEB| 00 00 20 40 | 2.500000 | unknown; always the same; possible related to the inaccuracy angle above }} | ||
{{OBDtr| 0x130 | float |EBEBEB| 00 00 96 43 | 300.000000 | weapon sound sphere radius; when somebody shoots, weapon creates this range; AIs which are inside this range notice there was a shot + they know WHO is the shooter and WHERE he stands (threat strong), can be seen with *ai2_showsounds<nowiki>=</nowiki>1* (but you have to be in a large open area, since those ranges are quite big) }} | {{OBDtr| 0x130 | float |EBEBEB| 00 00 96 43 | 300.000000 | weapon sound sphere radius; when somebody shoots, weapon creates this range; AIs which are inside this range notice there was a shot + they know WHO is the shooter and WHERE he stands (threat strong), can be seen with *ai2_showsounds<nowiki>=</nowiki>1* (but you have to be in a large open area, since those ranges are quite big) }} | ||
{{OBDtr| 0x134 | float |EBEBEB| 00 00 40 41 | 12.000000 | minimal shooting distance; when AI is closer then min.shot.dist., it will stop shooting and attempt to go away from the target until it again reaches higher distance then min.shot.dist. is; you can see its effect when AI is operating SBG and you get too close }} | {{OBDtr| 0x134 | float |EBEBEB| 00 00 40 41 | 12.000000 | minimal shooting distance; when AI is closer then min.shot.dist., it will stop shooting and attempt to go away from the target until it again reaches higher distance then min.shot.dist. is; you can see its effect when AI is operating SBG and you get too close }} | ||
{{OBDtr| 0x138 | float |EBEBEB| 00 00 61 44 | 900.000000 | maximal shooting distance; when AI is further then max.shot.dist., it isn't shooting but running towards target until it reaches max.shot.dist. limit; then AI opens fire; you can see its effect when AI is far away and has w2_sap }} | {{OBDtr| 0x138 | float |EBEBEB| 00 00 61 44 | 900.000000 | maximal shooting distance; when AI is further then max.shot.dist., it isn't shooting but running towards target until it reaches max.shot.dist. limit; then AI opens fire; you can see its effect when AI is far away and has w2_sap }} | ||
{{OBDtr| 0x13C | int16 |8C8CCC| 05 00 | 5 | unknown; always the same }} | {{OBDtr| 0x13C | int16 |8C8CCC| 05 00 | 5 | unknown; always the same }} | ||
{{OBDtr| 0x13E | int16 |8C8CCC| 01 00 | 1 | | {{OBDtr| 0x13E | int16 |8C8CCC| 01 00 | 1 | skill index (in the [[ONCC]] shooting skill table) }} | ||
{{OBDtr| 0x140 | int32 |8C8CCC| 00 00 00 00 | 0 | fight timer, 240 for w4_psm, 200 for v6_vdg }} | {{OBDtr| 0x140 | int32 |8C8CCC| 00 00 00 00 | 0 | fight timer, 240 for w4_psm, 200 for v6_vdg }} | ||
{{OBDtr| 0x144 | float |FF00C8| 00 00 00 00 | 0.000000 | unknown, | {{OBDtr| 0x144 | float |FF00C8| 00 00 00 00 | 0.000000 | unknown, projectile speed? (150 for SBG, 160 for WMC) }} | ||
{{OBDtr| 0x148 | float |FF00C8| 00 00 00 00 | 0.000000 | unknown, | {{OBDtr| 0x148 | float |FF00C8| 00 00 00 00 | 0.000000 | unknown, projectile "friction"? (0.5 for SBG, 0.3 for WMC) }} | ||
{{OBDtr| 0x14C | float |FF00C8| 00 00 34 43 | 180.000000 | length of firingspread which aims from weapon; when AI collides with this firingspread, it tries to dodge/hide of it; can be seen by *ai2_showfiringspreads<nowiki>=</nowiki>1* (180 for w1_tap, 150 for w2_sap, 120 for w4_psm) }} | {{OBDtr| 0x14C | float |FF00C8| 00 00 34 43 | 180.000000 | length of firingspread which aims from weapon; when AI collides with this firingspread, it tries to dodge/hide of it; can be seen by *ai2_showfiringspreads<nowiki>=</nowiki>1* (180 for w1_tap, 150 for w2_sap, 120 for w4_psm) }} | ||
{{OBDtr| 0x150 | float |FF00C8| 00 00 40 40 | 3.000000 | lenght of the firingspread's base side; can be seen by ai2_showfiringspreads<nowiki>=</nowiki>1 }} | {{OBDtr| 0x150 | float |FF00C8| 00 00 40 40 | 3.000000 | lenght of the firingspread's base side; can be seen by ai2_showfiringspreads<nowiki>=</nowiki>1 }} | ||
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{{OBDtr| 0x02C | float |F0F096| C5 C1 2A 3F | 0.667019 | z-offset of particle to weapon }} | {{OBDtr| 0x02C | float |F0F096| C5 C1 2A 3F | 0.667019 | z-offset of particle to weapon }} | ||
{{OBDtr2|0x030 | char[16] |00C864| w1_tap_e01 | particle name (reference to 06226-3RAPw1_tap_e01.[[OBD:BINA/PAR3|BINA]]) }} | {{OBDtr2|0x030 | char[16] |00C864| w1_tap_e01 | particle name (reference to 06226-3RAPw1_tap_e01.[[OBD:BINA/PAR3|BINA]]) }} | ||
{{OBDtr| 0x040 | int32 |00C8FF| 00 00 00 00 | 0 | runtime only }} | {{OBDtr| 0x040 | int32 |00C8FF| 00 00 00 00 | 0 | runtime only (pointer to particle class) }} | ||
{{OBDtr| 0x044 | int16 |00C8FF| 01 00 | 1 | ammo decrement (different for the 2 firing modes of w11_ba1) }} | {{OBDtr| 0x044 | int16 |00C8FF| 01 00 | 1 | ammo decrement (different for the 2 firing modes of w11_ba1) }} | ||
{{OBDtr| 0x046 | int16 |00C8FF| 0C 00 | 12 | delay between shots in frames (12 frames <nowiki>=</nowiki> 0.2 seconds) }} | {{OBDtr| 0x046 | int16 |00C8FF| 0C 00 | 12 | delay between shots in frames (12 frames <nowiki>=</nowiki> 0.2 seconds) }} | ||
{{OBDtr| 0x048 | int16 |00C8FF| 04 00 | 4 | unknown ( | {{OBDtr| 0x048 | int16 |00C8FF| 04 00 | 4 | unknown (appears to be an alternative to the above delay but it's not clear when it is used) }} | ||
{{OBDtr| 0x04A | int16 |00C8FF| 00 00 | 0 | number in frames for active firing mode (1st frame for activate); Used for w4_psm and w11_ba1 }} | {{OBDtr| 0x04A | int16 |00C8FF| 00 00 | 0 | number in frames for active firing mode (1st frame for activate); Used for w4_psm and w11_ba1 }} | ||
{{OBDtr| 0x04C | int16 |00C8FF| 00 00 | 0 | 0 <nowiki>=</nowiki> particle is fired with fire1; 1 <nowiki>=</nowiki> particle is fired with fire2; -1 <nowiki>=</nowiki> particle is triggered by other particles }} | {{OBDtr| 0x04C | int16 |00C8FF| 00 00 | 0 | 0 <nowiki>=</nowiki> particle is fired with fire1; 1 <nowiki>=</nowiki> particle is fired with fire2; -1 <nowiki>=</nowiki> particle is triggered by other particles }} | ||
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{{OBDth}} | {{OBDth}} | ||
{{OBDtr2|0x6D8 | char[32] |C80040| weapon _empty | empty weapon sound (reference to 08993-weapon_empty.[[OBD:OSBD/OSIm|imp.OSBD]]) }} | {{OBDtr2|0x6D8 | char[32] |C80040| weapon _empty | empty weapon sound (reference to 08993-weapon_empty.[[OBD:OSBD/OSIm|imp.OSBD]]) }} | ||
{{OBDtr| 0x6F8 | int32 |FFCD96| 00 00 00 00 | 0 | runtime only }} | {{OBDtr| 0x6F8 | int32 |FFCD96| 00 00 00 00 | 0 | runtime only (pointer to empty weapon sound) }} | ||
{{OBDtr| 0x6FC | link |C8C864| 01 81 0E 00 | 3713 | link to 03713-w1_glow.[[OBD:TXMP|TXMP]] }} | {{OBDtr| 0x6FC | link |C8C864| 01 81 0E 00 | 3713 | link to 03713-w1_glow.[[OBD:TXMP|TXMP]] }} | ||
{{OBDtr| 0x700 | link |C8C864| 01 82 0E 00 | 3714 | link to 03714-w1_glow_ammo.[[OBD:TXMP|TXMP]] }} | {{OBDtr| 0x700 | link |C8C864| 01 82 0E 00 | 3714 | link to 03714-w1_glow_ammo.[[OBD:TXMP|TXMP]] }} |
edits