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OBD:ONCC: Difference between revisions

120 bytes removed ,  10 October 2010
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{{Table}}
{{Table}}
{{OBDtr| 0x064 | int16    |C8FFC8| 06 00      | 6          | (inverse) hypo regeneration rate in frames per hitpoint }}
{{OBDtr| 0x064 | int16    |C8FFC8| 06 00      | 6          | (inverse) hypo regeneration rate in frames per hitpoint }}
{{OBDtr| 0x066 | char[2]  |C8FFC8| AD DE      | dead        | unused }}
{{OBDtr| 0x066 | char[2]  |C8FFC8| AD DE      | dead        | ignored }}
|}
|}


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{{OBDtr| 0x08E | int16    |FFC8FF| 0C 00      | 12          | hurt_medium_threshold; always the same }}
{{OBDtr| 0x08E | int16    |FFC8FF| 0C 00      | 12          | hurt_medium_threshold; always the same }}
{{OBDtr| 0x090 | int16    |FFC8FF| 16 00      | 22          | hurt_heavy_threshold; always the same }}
{{OBDtr| 0x090 | int16    |FFC8FF| 16 00      | 22          | hurt_heavy_threshold; always the same }}
{{OBDtr| 0x092 | int8    |FFC800| 00          | 0          | used at runtime only: if one sound pointers have been set }}
{{OBDtr| 0x092 | int8    |FFC800| 00          | 0          | runtime only: if 1 sound pointers have been set }}
{{OBDtr| 0x093 | char[1]  |C800C8| DE          | dead        | unused; always the same }}
{{OBDtr| 0x093 | char[1]  |C800C8| DE          | dead        | ignored }}
{{OBDtr| 0x094 | float    |C87C64| 00 00 00 3F | 0.500000    | unknown; always the same (sound volume?) }}
{{OBDtr| 0x094 | float    |C87C64| 00 00 00 3F | 0.500000    | sound volume }}
{{OBDtr2|0x098 | char[32] |B0C3D4| konoko_hurt_light        | hurt light sound (reference to 08121-konoko_hurt_light.[[OBD:OSBD|imp.OSBD]] of level 0) }}
{{OBDtr2|0x098 | char[32] |B0C3D4| konoko_hurt_light        | hurt light sound (reference to 08121-konoko_hurt_light.[[OBD:OSBD|imp.OSBD]] of level 0) }}
{{OBDtr2|0x0B8 | char[32] |B0C3D4| konoko_hurt_medium        | hurt medium sound (reference to 08123-konoko_hurt_medium.[[OBD:OSBD|imp.OSBD]] of level 0) }}
{{OBDtr2|0x0B8 | char[32] |B0C3D4| konoko_hurt_medium        | hurt medium sound (reference to 08123-konoko_hurt_medium.[[OBD:OSBD|imp.OSBD]] of level 0) }}
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{{OBDtr| 0x130 | int16    |64AAAA| 06 00      | 6          | minimal fallen time; number of frames for which AI remains in *fallen* position when it is knockdowned }}
{{OBDtr| 0x130 | int16    |64AAAA| 06 00      | 6          | minimal fallen time; number of frames for which AI remains in *fallen* position when it is knockdowned }}
{{OBDtr| 0x132 | int16    |64AAAA| 18 00      | 24          | maximal fallen time; number of frames for which AI remains in *fallen* position when it is knockdowned }}
{{OBDtr| 0x132 | int16    |64AAAA| 18 00      | 24          | maximal fallen time; number of frames for which AI remains in *fallen* position when it is knockdowned }}
{{OBDtr| 0x134 | uint32    |EBEBEB| 0F 00 00 00 | 15          | minimal realize firingspread time; (???number of frames???time in miliseconds???) after which AI realizes that it is in the firing spread (and it starts dodging) }}
{{OBDtr| 0x134 | uint32    |EBEBEB| 0F 00 00 00 | 15          | number of frames after which AI realizes that it is in the firing spread and it starts dodging }}
{{OBDtr| 0x138 | float    |8C8CCC| 00 00 80 3F | 1.000000    | minimal firingspread dodge amount; IMO similar to maneouvre variable, it tells AI how long it should perform dodging/hiding in response to some time spent inside firing spread (so setting this very high means that once enemy starts dodging/hiding, he will perform it even after firing spread disappears) }}
{{OBDtr| 0x138 | float    |8C8CCC| 00 00 80 3F | 1.000000    | minimal firingspread dodge amount; IMO similar to maneouvre variable, it tells AI how long it should perform dodging/hiding in response to some time spent inside firing spread (so setting this very high means that once enemy starts dodging/hiding, he will perform it even after firing spread disappears) }}
{{OBDtr| 0x13C | float    |8C8CCC| 00 00 80 3F | 1.000000    | maximal firingspread dodge amount; IMO similar to maneouvre variable }}
{{OBDtr| 0x13C | float    |8C8CCC| 00 00 80 3F | 1.000000    | maximal firingspread dodge amount; IMO similar to maneouvre variable }}
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