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OBD:ONWC: Difference between revisions

m
link tweaks; added "3D geometry" to the M3GM link for easier searching in the future
(added skill indexes used by the vanilla weapons)
m (link tweaks; added "3D geometry" to the M3GM link for easier searching in the future)
 
Line 29: Line 29:
{{OBDtr| 0x020 | float    |FFC8C8| 00 40 9C 45 |5000.000000    | maximal length of laser sight vector }}
{{OBDtr| 0x020 | float    |FFC8C8| 00 40 9C 45 |5000.000000    | maximal length of laser sight vector }}
{{OBDtr| 0x024 | color    |FFFFC8| 00 00 FF FF | 0, 0, 255; 255 | laser sight color (blue, green, red); laser sight transparency }}
{{OBDtr| 0x024 | color    |FFFFC8| 00 00 FF FF | 0, 0, 255; 255 | laser sight color (blue, green, red); laser sight transparency }}
{{OBDtr| 0x028 | link    |C8FFC8| 01 94 05 00 | 1428          | crosshair texture (link to 01428-target_1A.[[OBD:TXMP|TXMP]]) }}
{{OBDtr| 0x028 | link    |C8FFC8| 01 94 05 00 | 1428          | crosshair texture (link to 01428-target_1A.[[TXMP]]) }}
{{OBDtr| 0x02C | color    |C8FFC8| FF FF FF 00 |255, 255, 255; 0| crosshair background color (blue, green, red); crosshair background transparency }}
{{OBDtr| 0x02C | color    |C8FFC8| FF FF FF 00 |255, 255, 255; 0| crosshair background color (blue, green, red); crosshair background transparency }}
{{OBDtr| 0x030 | float    |C8FFC8| CD CC 4C 3F | 0.800000      | crosshair scale factor }}
{{OBDtr| 0x030 | float    |C8FFC8| CD CC 4C 3F | 0.800000      | crosshair scale factor }}
{{OBDtr| 0x034 | link    |C8FFFF| 01 95 05 00 | 1428          | locked crosshair texture (link to 01429-target_1B.[[OBD:TXMP|TXMP]]) }}
{{OBDtr| 0x034 | link    |C8FFFF| 01 95 05 00 | 1428          | locked crosshair texture (link to 01429-target_1B.TXMP) }}
{{OBDtr| 0x038 | color    |C8FFFF| FF FF FF 00 |255, 255, 255; 0| locked crosshair background color (blue, green, red); locked crosshair background transparency }}
{{OBDtr| 0x038 | color    |C8FFFF| FF FF FF 00 |255, 255, 255; 0| locked crosshair background color (blue, green, red); locked crosshair background transparency }}
{{OBDtr| 0x03C | float    |C8FFFF| CD CC 4C 3F | 0.800000      | locked crosshair scale factor }}
{{OBDtr| 0x03C | float    |C8FFFF| CD CC 4C 3F | 0.800000      | locked crosshair scale factor }}
{{OBDtr| 0x040 | link    |FFC8FF| 00 00 00 00 | unused        | tunnel texture (link to a [[OBD:TXMP|TXMP]]) file }}
{{OBDtr| 0x040 | link    |FFC8FF| 00 00 00 00 | unused        | tunnel texture (link to a TXMP) }}
{{OBDtr| 0x044 | color    |FFC8FF| FF FF FF 00 |255, 255, 255; 0| tunnel background color (blue, green, red); tunnel background transparency }}
{{OBDtr| 0x044 | color    |FFC8FF| FF FF FF 00 |255, 255, 255; 0| tunnel background color (blue, green, red); tunnel background transparency }}
{{OBDtr| 0x048 | float    |FFC8FF| 00 00 80 3F | 1.000000      | tunnel scale factor }}
{{OBDtr| 0x048 | float    |FFC8FF| 00 00 80 3F | 1.000000      | tunnel scale factor }}
Line 53: Line 53:
{{Table}}
{{Table}}
{{OBDth}}
{{OBDth}}
{{OBDtr| 0x054 | link    |C87C64| 01 7E 0E 00 | 3710          | link to 03710-tap_icon.[[OBD:TXMP|TXMP]] }}
{{OBDtr| 0x054 | link    |C87C64| 01 7E 0E 00 | 3710          | link to 03710-tap_icon.[[TXMP]] }}
{{OBDtr| 0x058 | link    |C87C64| 01 7F 0E 00 | 3711          | link to 03711-tap_empty.[[OBD:TXMP|TXMP]] }}
{{OBDtr| 0x058 | link    |C87C64| 01 7F 0E 00 | 3711          | link to 03711-tap_empty.TXMP }}
{{OBDtr| 0x05C | link    |C87C64| 01 80 0E 00 | 3712          | link to 03712-tap_fill.[[OBD:TXMP|TXMP]] }}
{{OBDtr| 0x05C | link    |C87C64| 01 80 0E 00 | 3712          | link to 03712-tap_fill.TXMP }}
|}
|}


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{{Table}}
{{Table}}
{{OBDth}}
{{OBDth}}
{{OBDtr| 0x060 | link    |C87C64| 01 76 0E 00 | 3702          | link to 03702-.M3GM }}
{{OBDtr| 0x060 | link    |C87C64| 01 76 0E 00 | 3702          | link to 03702-.[[M3GM]] (3D geometry) }}
{{OBDtr2|0x064 | char[32] |B0C3D4| w1_tap                      | weapon name }}
{{OBDtr2|0x064 | char[32] |B0C3D4| w1_tap                      | weapon name }}
{{OBDtr| 0x084 | float    |E7CEA5| 00 00 80 3F | 1.000000      | weapon mouse sensitivity (applies to AI, too) }}
{{OBDtr| 0x084 | float    |E7CEA5| 00 00 80 3F | 1.000000      | weapon mouse sensitivity (applies to AI, too) }}
Line 139: Line 139:
{{OBDtr| 0x128 | float    |EBEBEB| 00 00 20 41 | 10.000000      | max. inaccuracy angle; sets max angle between weapon's aiming vector and target's position; when AI exceeds this angle (by recoil or target running away), AI stops shooting and aims weapon again straight to the target, then resume shooting }}
{{OBDtr| 0x128 | float    |EBEBEB| 00 00 20 41 | 10.000000      | max. inaccuracy angle; sets max angle between weapon's aiming vector and target's position; when AI exceeds this angle (by recoil or target running away), AI stops shooting and aims weapon again straight to the target, then resume shooting }}
{{OBDtr| 0x12C | float    |EBEBEB| 00 00 20 40 | 2.500000      | aim_radius; always the same; possibly related to the inaccuracy angle above }}
{{OBDtr| 0x12C | float    |EBEBEB| 00 00 20 40 | 2.500000      | aim_radius; always the same; possibly related to the inaccuracy angle above }}
{{OBDtr| 0x130 | float    |EBEBEB| 00 00 96 43 | 300.000000    | weapon sound sphere radius; defines radius of the AI sound sphere (gunfire type, see [[AI#Vision and hearing|HERE]] about AI sound spheres) which is created for a short moment when this weapon is fired }}
{{OBDtr| 0x130 | float    |EBEBEB| 00 00 96 43 | 300.000000    | weapon sound sphere radius; defines radius of the AI sound sphere (gunfire type, see {{SectionLink|AI|Vision and hearing}} to learn about AI sound spheres) which is created for a short moment when this weapon is fired }}
{{OBDtr| 0x134 | float    |EBEBEB| 00 00 40 41 | 12.000000      | minimal shooting distance; if target is closer than this, the AI ceases fire and moves away from the target till at least this distance is achieved; this is a '''diameter, not a radius''', so effective distance from AI to target is half of this value }}
{{OBDtr| 0x134 | float    |EBEBEB| 00 00 40 41 | 12.000000      | minimal shooting distance; if target is closer than this, the AI ceases fire and moves away from the target till at least this distance is achieved; this is a '''diameter, not a radius''', so effective distance from AI to target is half of this value }}
{{OBDtr| 0x138 | float    |EBEBEB| 00 00 61 44 | 900.000000    | maximum shooting distance; if target is further than this, the AI ceases fire and moves towards the target until it is below this distance }}
{{OBDtr| 0x138 | float    |EBEBEB| 00 00 61 44 | 900.000000    | maximum shooting distance; if target is further than this, the AI ceases fire and moves towards the target until it is below this distance }}
Line 213: Line 213:
{{OBDtr2|0x6D8 | char[32] |C80040| weapon _empty                | empty weapon sound (reference to 08993-weapon_empty.[[OBD:OSBD/OSIm|imp.OSBD]]) }}
{{OBDtr2|0x6D8 | char[32] |C80040| weapon _empty                | empty weapon sound (reference to 08993-weapon_empty.[[OBD:OSBD/OSIm|imp.OSBD]]) }}
{{OBDtr| 0x6F8 | int32    |FFCD96| 00 00 00 00 | 0              | runtime only (pointer to empty weapon sound) }}
{{OBDtr| 0x6F8 | int32    |FFCD96| 00 00 00 00 | 0              | runtime only (pointer to empty weapon sound) }}
{{OBDtr| 0x6FC | link    |C8C864| 01 81 0E 00 | 3713          | link to 03713-w1_glow.[[OBD:TXMP|TXMP]] }}
{{OBDtr| 0x6FC | link    |C8C864| 01 81 0E 00 | 3713          | link to 03713-w1_glow.[[TXMP]] }}
{{OBDtr| 0x700 | link    |C8C864| 01 82 0E 00 | 3714          | link to 03714-w1_glow_ammo.[[OBD:TXMP|TXMP]] }}
{{OBDtr| 0x700 | link    |C8C864| 01 82 0E 00 | 3714          | link to 03714-w1_glow_ammo.TXMP }}
{{OBDtr| 0x704 | float    |0096C8| 00 00 80 3F | 1.000000      | x-scale factor of glow textures }}
{{OBDtr| 0x704 | float    |0096C8| 00 00 80 3F | 1.000000      | x-scale factor of glow textures }}
{{OBDtr| 0x708 | float    |0096C8| 00 00 80 3F | 1.000000      | z-scale factor of glow textures }}
{{OBDtr| 0x708 | float    |0096C8| 00 00 80 3F | 1.000000      | z-scale factor of glow textures }}