OBD:AISA: Difference between revisions

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(tired; bad memory about FLAG and confusion about ONCC)
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{{OBDtr | 0x000 | res_id  |FF0000| 01 9C 02 00 | 668  | 00668-level3_scripts.AISA }}
{{OBDtr | 0x000 | res_id  |FF0000| 01 9C 02 00 | 668  | 00668-level3_scripts.AISA }}
{{OBDtr | 0x004 | lev_id  |FFFF00| 01 00 00 06 | 3    | level 3 }}
{{OBDtr | 0x004 | lev_id  |FFFF00| 01 00 00 06 | 3    | level 3 }}
{{OBDtr | 0x008 | char[22] |00FF00|        | dead | unused; you can set all to whatever you want }}
{{OBDtr | 0x008 | char[22] |00FF00|        | dead | padding }}
{{OBDtr | 0x01E | int16   |00FFFF| 0D 00      | 13  | array size }}
{{OBDtr | 0x01E | uint16   |00FFFF| 0D 00      | 13  | array size }}
{{OBDtrBK}}
{{OBDtrBK}}
{{OBDtr2| 0x000 | char[32] |FFC8C8| unused            | name of AISA character }}
{{OBDtr2| 0x000 | char[32] |FFC8C8| unused            | name of AISA character }}
{{OBDtr | 0x020 | int16   |FFFFC8| 00 00      | 0    | ID of the character, which you can spawn with the script command [[chr_create]] }}
{{OBDtr | 0x020 | uint16   |FFFFC8| 00 00      | 0    | ID of the character, which you can spawn with the script command [[chr_create]] }}
{{OBDtr | 0x022 | int16    |C8FFC8| 00 00      | 0    | flag where character is spawned; must be a valid flag ID (from the [[OBD:BINA/OBJC/FLAG|BINACJBOFlag]] collection) }}
{{OBDtr | 0x022 | int16    |C8FFC8| 00 00      | 0    | flag where character is spawned; must be a valid flag ID (from the [[OBD:BINA/OBJC/FLAG|BINACJBOFlag]] collection) }}
{{OBDtr | 0x024 | int16   |C8FFFF| 00 00      | 0    | ignored }}
{{OBDtr | 0x024 | uint16   |C8FFFF| 00 00      | 0    | flags; ignored }}
{{OBDtr | 0x026 | int16   |FFC8FF| 00 00      | 0    | team ID (see [[CHAR]] for possible values) }}
{{OBDtr | 0x026 | uint16   |FFC8FF| 00 00      | 0    | team ID (see [[CHAR]] for possible values) }}
{{OBDtr | 0x028 | link    |FFC800| 01 DF 03 00 | 991  | link to [[OBD:ONCC|00991-ONCCkonoko_generic]]; must be a valid ONCC; replaced with first available ONCC if missing }}
{{OBDtr | 0x028 | link    |FFC800| 01 DF 03 00 | 991  | link to [[OBD:ONCC|00991-ONCCkonoko_generic]]; must be a valid ONCC; replaced with first available ONCC if missing }}
{{OBDtr2| 0x02C | char[32] |C87C64| unused            | ignored  }}
{{OBDtr2| 0x02C | char[32] |C87C64| unused            | variable, which is affected on game events; ignored  }}
{{OBDtr | 0x04C | int32   |C800C8| 00 00 00 00 | 0    | ignored  }}
{{OBDtr | 0x04C | uint32   |C800C8| 00 00 00 00 | 0    | script flags; ignored  }}
{{OBDtr2| 0x050 | char[32] |B0C3D4| intro              | script event called when character is created; see [[CHAR]] }}
{{OBDtr2| 0x050 | char[32] |B0C3D4| intro              | script event called when character is created; see [[CHAR]] }}
{{OBDtr2| 0x070 | char[32] |E7CEA5| unused            | script event called when the character dies; see [[CHAR]]... }}
{{OBDtr2| 0x070 | char[32] |E7CEA5| unused            | script event called when the character dies; see [[CHAR]]... }}
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{{OBDtr2| 0x130 | char[32] |F0F096| unused            | script event supposed to be called when the character can't pathfind }}
{{OBDtr2| 0x130 | char[32] |F0F096| unused            | script event supposed to be called when the character can't pathfind }}
{{OBDtr | 0x150 | link    |00C864| 00 00 00 00 |unused| link to an [[OBD:ONWC|ONWC]] file }}
{{OBDtr | 0x150 | link    |00C864| 00 00 00 00 |unused| link to an [[OBD:ONWC|ONWC]] file }}
{{OBDtr | 0x154 | int16   |00C8FF| 00 00      | 0    | weapon ammo (in %?) }}
{{OBDtr | 0x154 | uint16   |00C8FF| 00 00      | 0    | weapon ammo (in %?) }}
{{OBDtr | 0x156 | int16   |C80040| FF FF      | -1  | ignored  }}
{{OBDtr | 0x156 | uint16   |C80040| FF FF      | -1  | number of ammo(?) to drop; ignored  }}
{{OBDtr | 0x158 | int16   |FFCD96| 00 00      | 0    | ignored  }}
{{OBDtr | 0x158 | uint16   |FFCD96| 00 00      | 0    | number of clips to drop; ignored  }}
{{OBDtr | 0x15A | int16   |FFCD96| 00 00      | 0    | ignored  }}
{{OBDtr | 0x15A | uint16   |FFCD96| 00 00      | 0    | number of hypos to drop; ignored  }}
{{OBDtr | 0x15C | int16   |C8C864| 00 00      | 0    | ignored  }}
{{OBDtr | 0x15C | uint16   |C8C864| 00 00      | 0    | number of cells to drop; ignored  }}
{{OBDtr | 0x15E | int8    |C8C864| 00         | 0    | ignored  }}
{{OBDtr | 0x15E | char[2] |C8C864| 00 00         | 0    | padding }}
{{OBDtr | 0x15F | int8    |C8C864| 00         | 0    | ignored  }}
|}
|}
;Player character
;Player character
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:If the flag ID requested by [[chr_create]] is obsolete or otherwise unavailable, chr_create will fail with a message to the console.
:If the flag ID requested by [[chr_create]] is obsolete or otherwise unavailable, chr_create will fail with a message to the console.
;Missing [[ONCC]] issue
;Missing [[ONCC]] issue
:Missing ONCCs are resolved by picking the first available ONCC. If the eventually used ONCC is invalid (e.g., if it has a missing TRAC or if its ONCV is missing from ONVL), Oni will crash. This applies to [[CHAR]] a.k.a. [[ai2_spawn]], [[AISA]] a.k.a. [[chr_create]], and [[ai2_chump]] (hardcoded to spawn ONCCstriker_easy_1).
:Missing ONCCs are resolved by picking the first available ONCC (in ASCII order, i.e., '''SH_generic''' comes before '''barabus'''). In Vanilla Oni this only happens once (for AISA): "lab" scripts use <tt>chr_create 1004</tt> in the bomber cutscene (for the cop who talks to Konoko on the radio): the missing ONCC TCL_2 is luckily resolved as the close-enough TCTF_lite_1. In the [[Anniversary Edition]], the custom ONCC Cop_generic was added to take care of this situation (both to prevent the Vanilla "lab" logic from resolving to '''CopfemA1''' and to give some screen time to TRBSTCL_2, which is present in Vanilla Oni, but somehow doesn't have a matching ONCC).
:If the eventually used ONCC is invalid (e.g., if it has a missing TRAC or if its ONCV is missing from ONVL), Oni will crash. This applies to [[CHAR]] a.k.a. [[ai2_spawn]], [[AISA]] a.k.a. [[chr_create]], and [[ai2_chump]] (hardcoded to spawn ONCCstriker_easy_1; in Vanilla Oni there are three levels where ai2_chump's ONCC is resolved due to a missing striker_easy_1: to CopfemA1 in '''state''' and '''tctf_II''', and to TCTF_swat_blackops_1 in '''compound'''; in '''neuro''' the full set of Strikers is available, as well as comguys, the mad bomber, and Muro).
;Missing [[ONWC]] issue
:Some of the vanilla AISA entries contain a link to an invalid (obsolete) ONWC: two Strikers in '''tctf''' (in the cutscene where Barabas kidnaps Shinatama) have a link to ONWCp_rifle; there are eleven more AISA characters (not used in Vanilla scripts) who have links to ONWCautopistol, ONWCsmg, ONWCp_rifle and ONWCp_stream. The engine resolves such bad links by not giving any weapon to the character. (There are no valid ONWC links in Vanilla AISA, but providing a valid link in a modified AISA shows that the weapon field is interpreted by the engine, unlike other inventory fields which are ignored.)
;Inventory and script events.
;Inventory and script events.
:Since nearly all the inventory fields are ignored, AISA characters can't be created with inventory items, and so the "out of ammo" script function is irrelevant. The inventory can still be set with scripting (items that the character can use, not what they drop when killed). The "no path" function doesn't seem to work, neither does it seem to work for [[CHAR]].
:Since nearly all the inventory fields are ignored, AISA characters can't be created with inventory items, and so the "out of ammo" script function is irrelevant. The inventory can still be set with scripting (items that the character can use, not what they drop when killed). The "no path" function doesn't seem to work, neither does it seem to work for [[CHAR]].
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{{OBD_File_Footer | type=AISA | prev=AGQR | next=AITR | name=AI Character Setup Array | family=Level}}
{{OBD_File_Footer | type=AISA | prev=AGQR | next=AITR | name=AI Character Setup Array | family=Level}}
{{OBD}}
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