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OBD:ONWC: Difference between revisions

935 bytes removed ,  12 December 2008
flags cleanup attempt
(flags cleanup attempt)
Line 90: Line 90:
{{OBDtr| 0x0CC | int16    |FFDDDD| 01 00      | 1              | amount of firing modes }}
{{OBDtr| 0x0CC | int16    |FFDDDD| 01 00      | 1              | amount of firing modes }}
{{OBDtr| 0x0CE | int16    |FFDDDD| 0A 00      | 10            | pause before reload in 1/60 seconds }}
{{OBDtr| 0x0CE | int16    |FFDDDD| 0A 00      | 10            | pause before reload in 1/60 seconds }}
{{OBDtr| 0x0D0 | int16    |FFDDDD| 04 00      | 4              | unknown }}
{{OBDtr| 0x0D0 | int16    |FFDDDD| 04 00      | 4              | release delay; delay between the moment the trigger is released and the moment the weapon stops firing }}
{{OBDtr| 0x0D2 | int16    |FFDDDD| 00 00      | 0              | unknown; always zero }}
{{OBDtr| 0x0D2 | int16    |FFDDDD| 00 00      | 0              | unknown; always zero }}
{{OBDtr| 0x0D4 | bitset  |FFDDDD| 30          | 48            | weapon options 1; the following bits are possible (values in dec):
{{OBDtr| 0x0D4 | int32    |FFDDDD| 30          | 0x30 C0 02 00  | weapon options; the following bits are possible (values in hex):


:0x'''02''' 00 00 00 - weapon can't be holstered
:0x'''04''' 00 00 00 - weapon reloads with energy cells
:0x'''08''' 00 00 00 - weapon is a rifle (two-handed)
:0x'''10''' 00 00 00 - unknown; used for w1_tap and w2_sap
:0x'''20''' 00 00 00 - sustained fire
:0x'''40''' 00 00 00 - you can't shoot ???
:0x'''80''' 00 00 00 - stun switcher; used for w6_vdg, see below


:001 - unknown; never used
:0x00 '''01''' 00 00 - knockdown switcher; used for w4_psm, see below
:002 - weapon can't be holstered
:0x00 '''02''' 00 00 - unknown; used for w5_sbg and w11_ba1
:004 - weapon reloads with energy cells
:0x00 '''04''' 00 00 - secondary fire enabled
:008 - weapon is a rifle (two-handed)
:0x00 '''08''' 00 00 - weapon can't be reloaded
:016 - unknown; used for w1_tap and w2_sap
:0x00 '''10''' 00 00 - heavy weapon; run, jump and creep disabled
:032 - sustained fire
:0x00 '''20''' 00 00 - auto release trigger; used for w11_ba1
:064 - you can't shoot ...
:0x00 '''40''' 00 00 - has release delay; see the release delay field above;
:128 - stun switcher,see below, used for w6_vdg
:0x00 '''80''' 00 00 - laser sight visible
 
 
}}
{{OBDtr| 0x0D5 | bitset  |FFDDDD| C0          | 192            | weapon options 2; the following bits are possible (values in dec):
 
 
:001 - knockdown switcher,see below, used for w4_psm
:002 - unknown; used for w5_sbg and w11_ba1
:004 - secondary fire enabled
:008 - weapon can't be reloaded
:016 - run, jump and creep disabled
:032 - unknown; used for w11_ba1
:064 - I d.k.h.t.c.t.2,see below, used for w1_tap, w2_sap and w3_phr
:128 - laser sight visible
 


:0x00 00 '''02''' 00 - crosshair scaling, used for w1_tap, w2_sap, w3_phr and w8_mbo
:0x00 00 '''08''' 00 - weapon doesn't fade
:0x00 00 '''10''' 00 - drain ammo; used by w4_psm to decrement ammo while firing because its firing mode is continuous rather than repetitive
}}
}}
{{OBDtr| 0x0D6 | bitset  |FFDDDD| 02          | 2              | weapon options 3; the following bits are possible (values in dec):
:001 - unknown; never used
:002 - crosshair scaling, used for w1_tap, w2_sap, w3_phr and w8_mbo
:004 - unknown; never used
:008 - weapon doesn't fade
:016 - I don't know how to call this, see below, used for w4_psm
:032 - unknown; never used
:064 - unknown; never used
:128 - unknown; never used
}}
{{OBDtr| 0x0D7 | bitset  |FFDDDD| 00          | 0              | unused bitstet? }}
|}
|}




'''stun switcher''' -if enemy is inside shooting distance (between min and max) and is '''knockdown'''ed/'''stun'''ed or '''blownup'''ed, AI with this weapon switches to melee for a time specified in a *fight timer* field
'''stun switcher''' - if enemy is inside shooting distance (between min and max) and is '''knockdown'''ed/'''stun'''ed or '''blownup'''ed, AI with this weapon switches to melee for a time specified in a *fight timer* field


'''knockdown switcher''' -  if enemy is inside shooting distance (between min and max) and is '''knockdown'''ed or '''blownup'''ed, AI with this weapon switches to melee for a time specified in a *fight timer* field
'''knockdown switcher''' -  if enemy is inside shooting distance (between min and max) and is '''knockdown'''ed or '''blownup'''ed, AI with this weapon switches to melee for a time specified in a *fight timer* field
'''I don't know how to call this''' - If you press and HOLD the fire (mouse1), it ONCE triggers particles for shooting, then drains ammo as if it was '''sustained fire''', but particles are NOT emitted (you just stand and watch as ammo drops). Used by w4_psm, probably because w4 particles works constantly (beam) after triggered.
'''I d.k.h.t.c.t.2''' - try this: set '''I don't know how to call this''' on some weapon, then set this on that weapon too. You will see that once you press the shooting button, it keeps *shooting* (altough you can't see any particles coming) even after you release shooting button. You can't stop it. It keeps shooting until all ammo is drained. So, basically, it works like an automatic hold of the mouse button.
P.S.: Someone please think off nice names for those two poor flags :))
--[[User:Loser|Loser]] 07:52, 29 July 2007 (CEST)


==0x0D8 to 0x1D7 - Firing modes==
==0x0D8 to 0x1D7 - Firing modes==
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