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(restoring padding after impact array; removing unneeded and duplicate wikilinks) |
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;Jetpack timer | ;Jetpack timer | ||
:You can press JUMP multiple times during the time window when it's large enough. See [http://mods.oni2.net/node/83 | :You can press JUMP multiple times during the time window when it's large enough. See the [http://mods.oni2.net/node/83 Barabas Jetpack mod] for an application of this principle. | ||
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{{OBDtr| 0x094 | float |C87C64| 00 00 00 3F | 0.500000 | minimum volume of pain sound (before 0x08C is reached and volume becomes 100%) }} | {{OBDtr| 0x094 | float |C87C64| 00 00 00 3F | 0.500000 | minimum volume of pain sound (before 0x08C is reached and volume becomes 100%) }} | ||
{{OBDtr2|0x098 | char[32] |B0C3D4| konoko_hurt_light | light hurt sound (reference to 08121-konoko_hurt_light.[[OBD:OSBD|imp.OSBD]] of level 0) }} | {{OBDtr2|0x098 | char[32] |B0C3D4| konoko_hurt_light | light hurt sound (reference to 08121-konoko_hurt_light.[[OBD:OSBD|imp.OSBD]] of level 0) }} | ||
{{OBDtr2|0x0B8 | char[32] |B0C3D4| konoko_hurt_medium | medium hurt sound (reference to 08123-konoko_hurt_medium. | {{OBDtr2|0x0B8 | char[32] |B0C3D4| konoko_hurt_medium | medium hurt sound (reference to 08123-konoko_hurt_medium.imp.OSBD of level 0) }} | ||
{{OBDtr2|0x0D8 | char[32] |B0C3D4| konoko_hurt_heavy | heavy hurt sound (reference to 08119-konoko_hurt_heavy. | {{OBDtr2|0x0D8 | char[32] |B0C3D4| konoko_hurt_heavy | heavy hurt sound (reference to 08119-konoko_hurt_heavy.imp.OSBD of level 0) }} | ||
{{OBDtr2|0x0F8 | char[32] |B0C3D4| konoko_death | death sound (reference to 08115-konoko_death. | {{OBDtr2|0x0F8 | char[32] |B0C3D4| konoko_death | death sound (reference to 08115-konoko_death.imp.OSBD of level 0) }} | ||
{{OBDtr| 0x118 | int32 |E7CEA5| 00 00 00 00 | 0 | runtime only: pointer to light hurt sound }} | {{OBDtr| 0x118 | int32 |E7CEA5| 00 00 00 00 | 0 | runtime only: pointer to light hurt sound }} | ||
{{OBDtr| 0x11C | int32 |E7CEA5| 00 00 00 00 | 0 | runtime only: pointer to medium hurt sound }} | {{OBDtr| 0x11C | int32 |E7CEA5| 00 00 00 00 | 0 | runtime only: pointer to medium hurt sound }} | ||
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;AI rotation speed factor | ;AI rotation speed factor | ||
:reference rotation speed is about 1 turn ( | :reference rotation speed is about 1 turn (360°) per second | ||
:the setting is only effective if the AI is in control | :the setting is only effective if the AI is in control | ||
:so it's a bit like the AI's mouse sensitivity :) | :so it's a bit like the AI's mouse sensitivity :) | ||
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{{OBDtr2|0x33C | char[32] |0096C8| unused | "pursue" sound name }} | {{OBDtr2|0x33C | char[32] |0096C8| unused | "pursue" sound name }} | ||
{{OBDtr2|0x35C | char[32] |0096C8| unused | "cower" sound name }} | {{OBDtr2|0x35C | char[32] |0096C8| unused | "cower" sound name }} | ||
{{OBDtr2|0x37C | char[32] |0096C8| c18_79_14konoko | "superpunch" sound name (reference to 08110-c17_99_28konoko. | {{OBDtr2|0x37C | char[32] |0096C8| c18_79_14konoko | "superpunch" sound name (reference to 08110-c17_99_28konoko.amb.OSBD of level 0) }} | ||
{{OBDtr2|0x39C | char[32] |0096C8| c18_79_15konoko | "superkick" sound name (reference to 08112-c17_99_28konoko. | {{OBDtr2|0x39C | char[32] |0096C8| c18_79_15konoko | "superkick" sound name (reference to 08112-c17_99_28konoko.amb.OSBD of level 0) }} | ||
{{OBDtr2|0x3BC | char[32] |0096C8| unused | "super3" sound name (only Mukade uses this slot) }} | {{OBDtr2|0x3BC | char[32] |0096C8| unused | "super3" sound name (only Mukade uses this slot) }} | ||
{{OBDtr2|0x3DC | char[32] |0096C8| unused | "super4" sound name (never used in game data) }} | {{OBDtr2|0x3DC | char[32] |0096C8| unused | "super4" sound name (never used in game data) }} | ||
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{{OBDtr2|0x444 | char[16] |C0C0C0| Light | modifier; either hardcoded or defunct (only visible in pm_mod_type.WMM_, level 0) | {{OBDtr2|0x444 | char[16] |C0C0C0| Light | modifier; either hardcoded or defunct (only visible in pm_mod_type.WMM_, level 0) | ||
edit: WMDD says: Effects found for Impact x on Material y with Modifier: pm_mod_types }} | edit: WMDD says: Effects found for Impact x on Material y with Modifier: pm_mod_types }} | ||
{{OBDtrBK|1= | {{OBDtrBK|1=Array of 15 impact elements: first element }} | ||
{{OBDtr2|0x454 | char[128] |FF0080| Footstep_Walk | walk impact (reference to 04124-Footstep_Walk. | {{OBDtr2|0x454 | char[128] |FF0080| Footstep_Walk | walk impact (reference to 04124-Footstep_Walk.Impt of level 0); always the same; without the impacts you can't hear the steps of a character }} | ||
{{OBDtr| 0x4D4 | int16 | {{OBDtr| 0x4D4 | int16 |FF0080| FF FF | -1 | set at runtime to the value stored at 0x08 in [[OBD:Impt|Impt]] }} | ||
{{OBDtrBK|1=End of array }} | |||
{{OBDtr| 0xBF2 | char[2] |FFFFA5| 00 00 | unused | padding (seen below) }} | |||
|} | |} | ||
<br> | <br> | ||
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;TRSC bitset | ;TRSC bitset | ||
:Determines whether character is left-handed or right-handed (weapon is attached to left or right fist bone). Must be consistent with character's | :Determines whether character is left-handed or right-handed (weapon is attached to left or right fist bone). Must be consistent with character's TRSC or glitches appear. Possibilities are: | ||
:NONE - Character is right-hander with both pistols and rifles | :NONE - Character is right-hander with both pistols and rifles | ||
:0x01 - Character is left-hander with both pistols and rifles | :0x01 - Character is left-hander with both pistols and rifles | ||
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:The geometry specified in a character's [[TRBS]] (Totoro body set) can be multiplied by a scale factor. For example, the '''minime''' and '''behemoth''' [[cheats]] set that factor to 0.25 or 1.8, and back to 1. The size can be used for specific purposes (mini-Strikers, Mutant Muro, giant Shinatama), or it can be used to add generic variety to Oni's characters, as a complement to "character variants" ([[ONCV]]). | :The geometry specified in a character's [[TRBS]] (Totoro body set) can be multiplied by a scale factor. For example, the '''minime''' and '''behemoth''' [[cheats]] set that factor to 0.25 or 1.8, and back to 1. The size can be used for specific purposes (mini-Strikers, Mutant Muro, giant Shinatama), or it can be used to add generic variety to Oni's characters, as a complement to "character variants" ([[ONCV]]). | ||
:The floats at 0xC60 and 0xC64 define a range in which Oni can pick a random body size factor (if the two values are identical, then the body size factor is effectively fixed instead of random). | :The floats at 0xC60 and 0xC64 define a range in which Oni can pick a random body size factor (if the two values are identical, then the body size factor is effectively fixed instead of random). Konoko, Shinatama (both regular and zombified), Griffin (both variants) and Muro all have a fixed body size of 1. Mini-Strikers have 0.5 and giant Shinatama has 7 (yes, [[seven]]). | ||
:Everybody else (including | :Everybody else (including Barabas, Mukade and Kerr) has a random body size within 5% of 1 (i.e., the floats at 0xC60 and 0xC64 are 0.95 and 1.05). Mutant Muro is a bit odd because his "minimum" body size 1.75 and the "maximum" is 1.74 (the difference is barely noticeable anyway). In the [[Anniversary Edition]], some characters have altered factors (e.g., [[Shinatama Too]]). | ||
:The random value is different every time the [[ONCC]] is looked up (e.g., when a character is spawned or shapeshifted) and is not reproducible. Here is a simple script for {{C|6}} a.k.a. [[IGMD/tctf]] (remove all | :The random value is different every time the [[ONCC]] is looked up (e.g., when a character is spawned or shapeshifted) and is not reproducible. Here is a simple script for {{C|6}} a.k.a. [[IGMD/tctf]] (remove all BSL files and leave only the one below): | ||
func main | func main | ||
{ | { | ||
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ai2_lookatme | ai2_lookatme | ||
} | } | ||
:This script lines up four "usual suspects" against a wall in the parking lot of the | :This script lines up four "usual suspects" against a wall in the parking lot of the TCTF HQ. Load the level repeatedly and note how their heights vary. | ||
{{OBD_File_Footer | type=ONCC | prev=OFGA | next=ONCP | name=Oni Character Class | family=Character}} | {{OBD_File_Footer | type=ONCC | prev=OFGA | next=ONCP | name=Oni Character Class | family=Character}} | ||
{{OBD}} | {{OBD}} |