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==0x0D8 to 0x1D7 - Firing modes== | ==0x0D8 to 0x1D7 - Firing modes== | ||
===0x0D8 to 0x157 - Primary firing mode=== | |||
{{Table}} | {{Table}} | ||
{{OBDth}} | {{OBDth}} | ||
{{OBDtr| 0x0D8 | int32 |64AAAA| 00 00 00 00 | 0 | unknown (1 for w9_scr) }} | |||
{{OBDtr| 0x0DC | float |EBEBEB| 23 A6 7F 3F | 0.998629 | transform matrix XX }} | |||
{{OBDtr| 0x0E0 | float |EBEBEB| 05 6D 56 3D | 0.052350 | transform matrix XY }} | |||
{{OBDtr| 0x0E4 | float |EBEBEB| F4 8D A9 37 | 0.000020 | transform matrix XZ }} | |||
{{OBDtr| 0x0E8 | float |EBEBEB| 05 6D 56 BD | -0.052350 | transform matrix YX }} | |||
{{OBDtr| 0x0EC | float |EBEBEB| 23 A6 7F 3F | 0.998629 | transform matrix YY }} | |||
{{OBDtr| 0x0F0 | float |EBEBEB| D0 1D 0E B5 | -0.000001 | transform matrix YZ }} | |||
{{OBDtr| 0x0F4 | float |EBEBEB| F4 8D A9 B7 | -0.000020 | transform matrix ZX }} | |||
{{OBDtr| 0x0F8 | float |EBEBEB| D0 1D 0E B5 | -0.000001 | transform matrix ZY }} | |||
{{OBDtr| 0x0FC | float |EBEBEB| 00 00 80 3F | 1.000000 | transform matrix ZZ }} | |||
{{OBDtr| 0x100 | float |EBEBEB| 00 00 00 00 | 0.000000 | translation X; always zero for original weapons }} | |||
{{OBDtr| 0x104 | float |EBEBEB| 00 00 00 00 | 0.000000 | translation Y; always zero for original weapons }} | |||
{{OBDtr| 0x108 | float |EBEBEB| 00 00 00 00 | 0.000000 | translation Z; always zero for original weapons }} | |||
{{OBDtr| 0x10C | float |EBEBEB| 23 A6 7F 3F | 0.998629 | nknown; something with angle proportions between firingspread base's angles, the higher you set it the more it is taller than wider; can be seen with *ai2_showfiringspreads<nowiki>=</nowiki>1* }} | |||
{{OBDtr| 0x110 | float |EBEBEB| AE 6C 56 BD | -0.052349 | unknown; something with firingspread's aim in the "x,z plane". This value is forcing firingspread to aim more left or more right than weapon is aiming or to even aim firingspread backwards; can be seen with *ai2_showfiringspreads<nowiki>=</nowiki>1* }} | |||
{{OBDtr| 0x114 | float |EBEBEB| AF 8D A9 B7 | -0.000020 | unknown; something with firingspread's aim in the "y plane". This value is forcing firingspread to aim more up or more down than weapon is aiming or to even aim firingspread backwards; can be seen with *ai2_showfiringspreads<nowiki>=</nowiki>1* }} | |||
{{OBDtr| 0x118 | float |EBEBEB| DC FE 08 3C | 0.008362 | unknown }} | |||
{{OBDtr| 0x11C | float |EBEBEB| 5C 11 23 3E | 0.159246 | unknown }} | |||
{{OBDtr| 0x120 | float |EBEBEB| 39 C6 2A 3F | 0.667087 | unknown }} | |||
{{OBDtr| 0x124 | float |EBEBEB| 00 00 61 44 | 900.000000 | unknown; it is some angle; if this angle is for example 90°, then AI, which is shooting this weapon, will try to copy target's movements eg. when target strafes left, armed AI stops shooting and runs left too; if you set it 270°, armed AI is performing opposite actions eg. when you run left, armed AI runs right; while running, AI stops shooting }} | |||
{{OBDtr| 0x128 | float |EBEBEB| 00 00 20 41 | 10.000000 | max. inaccurancy 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 | unknown; always the same }} | |||
{{OBDtr| 0x130 | float |EBEBEB| 00 00 96 43 | 300.000000 | weapon sound sphere radius; when somebody shoots, weapon creates this range; AIs which are inside this range notice there was a shot + they know WHO is the shooter and WHERE he stands (threat strong), can be seen with *ai2_showsounds<nowiki>=</nowiki>1* (but you have to be in a large open area, since those ranges are quite big) }} | |||
{{OBDtr| 0x134 | float |EBEBEB| 00 00 40 41 | 12.000000 | minimal shooting distance; when AI is closer then min.shot.dist., it will stop shooting and attempt to go away from the target until it again reaches higher distance then min.shot.dist. is; you can see its effect when AI is operating SBG and you get too close }} | |||
{{OBDtr| 0x138 | float |EBEBEB| 00 00 61 44 | 900.000000 | maximal shooting distance; when AI is further then max.shot.dist., it isn't shooting but running towards target until it reaches max.shot.dist. limit; then AI opens fire; you can see its effect when AI is far away and has w2_sap }} | |||
{{OBDtr| 0x13C | int16 |8C8CCC| 05 00 | 5 | unknown; always the same }} | |||
{{OBDtr| 0x13E | int16 |8C8CCC| 01 00 | 1 | weapon ID (used by AI shooting skills) '''(--> needs a link to ONCC file; orginal link was : OBD:ONCC#Shooting_skills_.280x15C_-_0x29.29; the anchors doesn't exist any longer)''' }} | |||
{{OBDtr| 0x140 | int32 |8C8CCC| 00 00 00 00 | 0 | fight timer, 240 for w4_psm, 200 for v6_vdg }} | |||
{{OBDtr| 0x144 | float |FF00C8| 00 00 00 00 | 0.000000 | unknown, something with grenades (150 for SBG, 160 for WMC) }} | |||
{{OBDtr| 0x148 | float |FF00C8| 00 00 00 00 | 0.000000 | unknown, something with grenades (0.5 for SBG, 0.3 for WMC) }} | |||
{{OBDtr| 0x14C | float |FF00C8| 00 00 34 43 | 180.000000 | length of firingspread which aims from weapon; when AI collides with this firingspread, it tries to dodge/hide of it; can be seen by *ai2_showfiringspreads<nowiki>=</nowiki>1* (180 for w1_tap, 150 for w2_sap, 120 for w4_psm) }} | |||
{{OBDtr| 0x150 | float |FF00C8| 00 00 40 40 | 3.000000 | lenght of the firingspread's base side; can be seen by ai2_showfiringspreads<nowiki>=</nowiki>1 }} | |||
{{OBDtr| 0x154 | float |FF00C8| 50 77 D6 3D | 0.104719 | angle between firingspread's base and its altitude(length); can be seen by ai2_showfiringspreads<nowiki>=</nowiki>1 (0.1 for w1_tap, 0.21 for w2_sap) }} | |||
|} | |||
===0x158 to 0x1D7 - Secondary firing mode=== | |||
{{Table}} | |||
{{OBDth}} | |||
{{OBDtr| 0x0DC | float |EBEBEB| | | }} | |||
{{OBDtr| 0x0DC | float |EBEBEB| | | }} | |||
{{OBDtr| 0x0DC | float |EBEBEB| | | }} | |||
edits