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AE:Weapons: Difference between revisions

1,935 bytes removed ,  21 October 2006
m
moved particle stuff away + fixed TRMA "typo"
m (moved particle stuff away + fixed TRMA "typo")
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Modded weapons and weapon-related stuff should go here
Modded weapons and weapon-related stuff should go here
==Weapons==
==Weapon classes==
This involves modifying [[OBD:ONWC|ONWC]] files (weapon classes) in '''level0_Final.dat'''.
This involves modifying [[OBD:ONWC|ONWC]] files (weapon classes) in '''level0_Final.dat'''.


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*SBG2 fires regular SBG rounds as primary ammo, and WMC grenades as secondary ammo.
*SBG2 fires regular SBG rounds as primary ammo, and WMC grenades as secondary ammo.
*SBG2bis fires WMC grenades as primary ammo, and regular SBG rounds as secondary ammo.
*SBG2bis fires WMC grenades as primary ammo, and regular SBG rounds as secondary ammo.
[[ONK:Patching|Patch]] the file '''w5_sbg.ONWC''' in '''level0_Final.dat''' with one of the following TRMA files, depending on the file IDs of the involved files in your version of Oni.
[[ONK:Patching|Patch]] the file '''w5_sbg.ONWC''' in '''level0_Final.dat''' with one of the following ONWC files, depending on the file IDs of the involved files in your version of Oni.
{|border=1 cellspacing=0
{|border=1 cellspacing=0
!colspan=2|File ID
!colspan=2|File ID
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More advanced hack instructions coming Soon(TM).
More advanced hack instructions coming Soon(TM).


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==Advanced weapon handling==
==Other stuff==
===Breaking Glass===
 
http://edt.oni2.net/shots/ss8.jpg
 
The glass can be broken by kicks after modifying the 3RAPh2h_dust_p01.BINA file.
Here's how:
* Open the level0_Final.dat with OniUnPacker
* Use the Binary.raw editor to select the file 3RAPh2h_dust_p01.BINA
* Look at the chunk between 0x550 and 0x6F8
* The 0x00 at 0x550 change it to 0x1E ("Glass Charge")
* The 0x00 at 0x0x634 change it to 0x03 ("radius" type : float)
* The 0x00000000 at 0x0x638 change it to 0x00000040 or 0x00000041 ("radius" value : 2.0 or 8.0)
Note that we've left the first argument of set 2 ("blast-vel" for "Glass Charge") as is. "Linear Change"s "rate" was of the right type (float), and the value (6.0) is nothing extreme.
Look at the second variable of h2h_dust_p01 : it's the 0x34=52 byte chunk between 0x340 and 0x374.
There's the name ("alpha") right at the start. The initialisation value you can see at 0x35C (it's a float, since the type at 0x358 is 0x03).
*If we just make this float 0.125 (make the 0x00000000 at 0x35C a 0x0000003E) we'll have 12.5%-transparent dust right away.
 
The changes will look like this:
 
http://edt.oni2.net/images/breakglass.jpg
 
Some sample movies by geyser:
[http://geyser.oni2.net/_VIDEO_/WMV/glass_lab.wmv Bio-Research lab]
[http://geyser.oni2.net/_VIDEO_/WMV/glass_state.wmv Regional State Building]
[http://geyser.oni2.net/_VIDEO_/WMV/glass_compound.wmv Syndicate Mountain Compound]
 
===Deadly Glass===
 
The shards of the glass can be modified to hurt.
 
Here's how:
 
* Open the level0_Final.dat with OniUnPacker
* Use the Binary.raw editor to select the file 3RAPglass_shard.BINA
* The 0x0B="Die" at 0x10B4 change it to 0x1A ("Damage Char").
* The 0x00 at 0x117C change it to 0x03 (type of "damage" : float)
* The 0x00000000 at 0x1180 change it to 0x00000040 (value of "damage" : 2.0)
 
http://edt.oni2.net/images/deadlyglass.jpg
 
Here is a demo of the [http://video.google.com/videoplay?docid=3161530428428979921 deadly glass]
 
===Holstering===
===Holstering===
Either we'll make the AI smarter about holstering, or we'll just disable holstering for rifles (or all weapons).
Either we'll make the AI smarter about holstering, or we'll just disable holstering for rifles (or all weapons).
===Handgrenades===
===Handgrenades===
Probably scripted, not only patched.
Probably scripted, not only patched.