279
edits
m (altered IDXA link) |
m (...) |
||
(5 intermediate revisions by 3 users not shown) | |||
Line 10: | Line 10: | ||
{{OBDtr| 0x00 | res_id |FF0000| 01 A0 02 00 | 672 | 00672-.ONOA }} | {{OBDtr| 0x00 | res_id |FF0000| 01 A0 02 00 | 672 | 00672-.ONOA }} | ||
{{OBDtr| 0x04 | lev_id |FFFF00| 01 00 00 06 | 3 | level 3 }} | {{OBDtr| 0x04 | lev_id |FFFF00| 01 00 00 06 | 3 | level 3 }} | ||
{{OBDtr| 0x08 | char[20] |00FF00| AD DE | dead | | {{OBDtr| 0x08 | char[20] |00FF00| AD DE | dead | padding }} | ||
{{OBDtr| 0x0C | | {{OBDtr| 0x0C | uint32 |00FFFF| 22 01 00 00 | 290 | array size }} | ||
{{OBDtrBK}} | {{OBDtrBK}} | ||
{{OBDtr| 0x00 | | {{OBDtr| 0x00 | uint32 |FFC8C8| 15 19 00 03 | 6421; 3| object ID (first 3 bytes); [[OBD:BINA/OBJC#OBJC types|object type]] (last byte) - the following object types exists: | ||
:0x01 - character | |||
:0x02 - patrol path | |||
:0x03 - door | |||
:0x04 - flag | |||
:0x05 - furniture | |||
:0x08 - particle | |||
:0x09 - powerup | |||
:0x0A - sound | |||
:0x0B - trigger volume | |||
:0x0C - weapon | |||
:0x0D - trigger | |||
:0x0E - turret | |||
:0x0F - console | |||
:0x10 - combat | |||
:0x11 - melee | |||
:0x12 - neutral | |||
}} | }} | ||
{{OBDtr| 0x04 | link |FFFFC8| 01 1A 02 00 | 673 | link to [[OBD:IDXA_ONOA|00673.IDXA]] }} | {{OBDtr| 0x04 | link |FFFFC8| 01 1A 02 00 | 673 | link to [[OBD:IDXA_ONOA|00673.IDXA]] }} | ||
|} | |} | ||
Obviously not all object types have coresponding gunk quads. The only object types that are used in ONOA by the original levels are door, furniture, turret, trigger and console. In addition it appears that the engine only searches for door type. | |||
{{OBD_File_Footer | type=ONOA | prev=ONMA | next=ONSA | name=Object Gunk Array | family=Level}} | {{OBD_File_Footer | type=ONOA | prev=ONMA | next=ONSA | name=Object Gunk Array | family=Level}} | ||
{{OBD}} |
edits