OBD:BINA/OBJC/CHAR: Difference between revisions

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{{OBD OBJC Header | align=center | type=CHAR | prev=WEAP | next=CMBT | name=Character}}
{{OBD OBJC Header | align=center | type=CHAR | prev=WEAP | next=CMBT | name=Character |stuff=b_ch}}


==File description==
===Basic setup===
The character's appearance, weapon, position, and misc. spawn flags.


==Basic setup - Apperance, weapon, position, misc spawn flags==
[[Image:bin_r_ch.gif]]
 
 
[[image:bin_r_ch.gif]]




{{Table}}
{{Table}}
{{OBDth}}
{{OBDth}}
{{OBDtr| 0x000 | char[4]  |FFC8C8| 52 41 48 43 | CHAR      | character }}
{{OBDtr| 0x00 | char[4]  |FF0000| 43 4A 42 4F | OBJC      | wrapper tag }}
{{OBDtr| 0x04 | int32    |FFFF00| 2C 8B 00 00 | 35628      | size of the complete list in bytes from this position }}
{{OBDtr| 0x08 | int32    |00FF00| 27 00 00 00 | 39        | object list version }}
{{OBDtr| 0x0C | int32    |00FFFF| 20 02 00 00 | 544        | size of the following element in bytes }}
{{OBDtrBK}}
{{OBDtr| 0x000 | char[4]  |FFC8C8| 52 41 48 43 | CHAR      | tag name }}
{{OBDtr| 0x004 | int32    |FFFFC8| 87 19 00 00 | 6535      | old file ID }}
{{OBDtr| 0x004 | int32    |FFFFC8| 87 19 00 00 | 6535      | old file ID }}
{{OBDtr| 0x008 | int32    |C8FFC8| 00 00 00 00 | 0          | unknwon }}
{{OBDtr| 0x008 | int32    |C8FFC8| 00 00 00 00 | 0          | unknown }}
{{OBDtr| 0x00C | float    |C8FFFF| A5 7D 9D 43 | 314.981597 | x-position of the character }}
{{OBDtr| 0x00C | float    |C8FFFF| A5 7D 9D 43 | 314.981597 | x position of the character }}
{{OBDtr| 0x010 | float    |C8FFFF| 00 00 D8 C1 | -27.000000 | y-position (height) of the character }}
{{OBDtr| 0x010 | float    |C8FFFF| 00 00 D8 C1 | -27.000000 | y position (height) of the character }}
{{OBDtr| 0x014 | float    |C8FFFF| 98 09 1E 42 | 39.509368  | z-position of the character }}
{{OBDtr| 0x014 | float    |C8FFFF| 98 09 1E 42 | 39.509368  | z position of the character }}
{{OBDtr| 0x018 | float    |FFC8FF| 00 00 00 00 | 0.000000  | rotation on the x-axis in degrees }}
{{OBDtr| 0x018 | float    |FFC8FF| 00 00 00 00 | 0.000000  | rotation on the x axis in degrees }}
{{OBDtr| 0x01C | float    |FFC8FF| 00 00 87 43 | 270.000000 | rotation on the y-axis in degrees }}
{{OBDtr| 0x01C | float    |FFC8FF| 00 00 87 43 | 270.000000 | rotation on the y axis in degrees }}
{{OBDtr| 0x020 | float    |FFC8FF| 00 00 00 00 | 0.000000  | rotation on the z-axis in degrees }}
{{OBDtr| 0x020 | float    |FFC8FF| 00 00 00 00 | 0.000000  | rotation on the z axis in degrees }}
{{OBDtr| 0x024 | bitset32 |FFC800| 01 00 00 00 | 1, 0, 0, 0 | character options; the folowing bits are used:
{{OBDtr| 0x024 | bitset32 |FFC800| 01 00 00 00 | 1, 0, 0, 0 | character options; the following bits are used:
 
 
:0x '''01''' 00 00 00 - player character
:0x '''01''' 00 00 00 - player character
:0x '''02''' 00 00 00 - random skin
:0x '''02''' 00 00 00 - random skin
:0x '''04''' 00 00 00 - not prespawned
:0x '''04''' 00 00 00 - not pre-spawned
:0x '''08''' 00 00 00 - non-combatant
:0x '''08''' 00 00 00 - non-combatant
:0x '''10''' 00 00 00 - multi-spawnable
:0x '''10''' 00 00 00 - multi-spawnable
Line 30: Line 33:
:0x '''40''' 00 00 00 - unkillable
:0x '''40''' 00 00 00 - unkillable
:0x '''80''' 00 00 00 - superammo
:0x '''80''' 00 00 00 - superammo
:0x 00 '''01''' 00 00 - boss (whatever that means)
:0x 00 '''01''' 00 00 - omniscient
:0x 00 '''02''' 00 00 - has LSI
:0x 00 '''02''' 00 00 - has [[LSI]]
:0x 00 '''04''' 00 00 - no auto-drop (whatever that means <nowiki>==></nowiki> maybe drops nothing when killed )
:0x 00 '''04''' 00 00 - boss
:0x 00 '''08''' 00 00 - upgrade difficulty (spawns a stronger enemy if you play on medium or hard)
:0x 00 '''08''' 00 00 - upgrade difficulty (spawns a stronger enemy if you play on medium or hard)
:0x 00 '''10''' 00 00 - omniscient (whatever that means)
:0x 00 '''10''' 00 00 - no auto-drop (doesn't drop "used" shield, "used" invisibility and LSI when killed)
 
 
}}
}}
{{OBDtr2|0x028 | char[64] |B0C3D4| konoko_generic          | character class name (reference to [[OBD:ONCC|00991-konoko_generic.ONCC]]) }}
{{OBDtr2|0x028 | char[64] |B0C3D4| konoko_generic          | character class name (reference to [[OBD:ONCC|ONCCkonoko_generic]]) }}
{{OBDtr2|0x068 | char[32] |E7CEA5| konoko                  | character name }}
{{OBDtr2|0x068 | char[32] |E7CEA5| konoko                  | character name }}
{{OBDtr2|0x088 | char[32] |FFDDDD| w1_tap                  | weapon name (reference to [[OBD:ONWC|03701-w1_tap.ONWC]] of level 0) }}
{{OBDtr2|0x088 | char[64] |FFDDDD| w1_tap                  | weapon class name (reference to [[OBD:ONWC|ONWCw1_tap]] of level 0) }}
{{OBDtr2|0x0A8 | char[32] |64AAAA| unused                  | unknown; never used in Oni (maybe second weapon or it belongs to the weapon name part above) }}
|}
|}


 
===Script functions===
==Script functions - Called by engine when certain things happen to a character==
These are the names of the functions in the level script to call when certain things happen to a character.
 


{{Table}}
{{Table}}
{{OBDth}}
{{OBDth}}
{{OBDtr2|0x0C8 | char[32] |EBEBEB| unused                  | script function called when character is spawned }}
{{OBDtr2|0x0C8 | char[32] |EBEBEB| unused                  | called when character is spawned }}
{{OBDtr2|0x0E8 | char[32] |8C8CCC| you_lose                | script function called when character dies (health reaches 0); can work multiple times }}
{{OBDtr2|0x0E8 | char[32] |8C8CCC| you_lose                | called when character dies (health reaches 0); can work multiple times }}
{{OBDtr2|0x108 | char[32] |FF00C8| unused                  | script function called when character notices an enemy; works only once }}
{{OBDtr2|0x108 | char[32] |FF00C8| unused                  | called when character notices an enemy; works only once }}
{{OBDtr2|0x128 | char[32] |F0F096| unused                  | alarm function; never used in Oni, it is called when character is alarmed }}
{{OBDtr2|0x128 | char[32] |F0F096| unused                  | never used in the game data, but it should be called when character is alarmed }}
{{OBDtr2|0x148 | char[32] |00C864| unused                  | script function called when character is hurt for the first time; works only once }}
{{OBDtr2|0x148 | char[32] |00C864| unused                  | called when character is hurt for the first time; works only once }}
{{OBDtr2|0x168 | char[32] |00C8FF| unused                  | script function called when character is "defeated" (health reaches 1); works only once }}
{{OBDtr2|0x168 | char[32] |00C8FF| unused                  | called when character is "defeated" (health reaches 1); works only once }}
{{OBDtr2|0x188 | char[32] |C80040| unused                  | script function called when character runs out of ammo (reloads a weapon with the last clip/cell); works only once, and the character must have the ammo at spawn-time }}
{{OBDtr2|0x188 | char[32] |C80040| unused                  | called when character runs out of ammo by reloading a weapon with the last available clip); works only once, and the character must have the ammo at spawn time }}
{{OBDtr2|0x1A8 | char[32] |FFCD96| unused                  | nopath function, some exotic script function call ("should" be called when a character has trouble pathfinding, but isn't) }}
{{OBDtr2|0x1A8 | char[32] |989898| unused                  | "nopath" function (meant to be called when a character has trouble pathfinding, but isn't) }}
|}
|}


 
===Less basic setup===
==Less basic setup - Inventory, team, jobs, alert/pursuit==
Inventory, team, jobs, alert/pursuit behavior.
 


{{Table}}
{{Table}}
{{OBDth}}
{{OBDth}}
{{OBDtr| 0x1C8 | int32    |C8C864| 00 00 00 00 | 0          | additional health (the basic health is stored in the [[OBD:ONCC|ONCC]] file of the character) }}
{{OBDtr| 0x1C8 | int32    |C8C864| 00 00 00 00 | 0          | +/- delta to the class's base health (stored in the [[OBD:ONCC|ONCC]] file of the character) }}
{{OBDtr| 0x1CC | int32    |0096C8| 00 00 00 00 | 0          | job ID; the following jobs are possible:
{{OBDtr| 0x1CC | int32    |0096C8| 00 00 00 00 | 0          | job ID; the following jobs are possible:
:0 - none
:0 - none
:1 - idle
:1 - idle
Line 75: Line 71:
:3 - patrol
:3 - patrol
:4 - teambattle (never used in Oni)
:4 - teambattle (never used in Oni)
}}
}}
{{OBDtr| 0x1D0 | int16    |FF80C0| 00 00      | 0          | patrol path ID (reference to the [[OBD:BINA/OBJC/PATR|Patrol_Path.BINA]] file) }}
{{OBDtr| 0x1D0 | int16    |FF80C0| 00 00      | 0          | patrol path ID (reference to the [[OBD:BINA/OBJC/PATR|BINACJBOPatrol_Path]] file) }}
{{OBDtr| 0x1D2 | int16    |FF80C0| 00 00      | 0          | combat ID (reference to the [[OBD:BINA/OBJC/CMBT|Combat.BINA]] file) }}
{{OBDtr| 0x1D2 | int16    |FF80C0| 00 00      | 0          | combat ID (reference to the [[OBD:BINA/OBJC/CMBT|BINACJBOCombat]] file) }}
{{OBDtr| 0x1D4 | int16    |D0C0AF| 00 00      | 0          | melee ID (reference to the [[OBD:BINA/OBJC/MELE|Melee Profile.BINA]] file) }}
{{OBDtr| 0x1D4 | int16    |D0C0AF| 00 00      | 0          | melee ID (reference to the [[OBD:BINA/OBJC/MELE|BINACJBOMelee Profile]] file) }}
{{OBDtr| 0x1D6 | int16    |D0C0AF| 00 00      | 0          | neutral ID (reference to the [[OBD:BINA/OBJC/NEUT|Neutral.BINA]] file) }}
{{OBDtr| 0x1D6 | int16    |D0C0AF| 00 00      | 0          | neutral ID (reference to the [[OBD:BINA/OBJC/NEUT|BINACJBONeutral]] file) }}
{{OBDtr| 0x1D8 | int16    |EEDDFF| 01 00      | 1          | amount of ammo (red clips) that can be used }}
{{OBDtr| 0x1D8 | int16    |EEDDFF| 01 00      | 1          | amount of ballistic ammo that can be used }}
{{OBDtr| 0x1DA | int16    |EEDDFF| 00 00      | 0          | amount of ammo (red clips) that can be dropped }}
{{OBDtr| 0x1DA | int16    |EEDDFF| 00 00      | 0          | amount of ballistic ammo that can be dropped }}
{{OBDtr| 0x1DC | int16    |C5FF8A| 00 00      | 0          | amount of energy cells (green clips) that can be used }}
{{OBDtr| 0x1DC | int16    |C5FF8A| 00 00      | 0          | amount of energy cells that can be used }}
{{OBDtr| 0x1DE | int16    |C5FF8A| 00 00      | 0          | amount of energy cells (green clips) that can be dropped }}
{{OBDtr| 0x1DE | int16    |C5FF8A| 00 00      | 0          | amount of energy cells that can be dropped }}
{{OBDtr| 0x1E0 | int16    |C0C0C0| 00 00      | 0          | amount of hypos that can be used }}
{{OBDtr| 0x1E0 | int16    |C0C0C0| 00 00      | 0          | amount of hypos that can be used }}
{{OBDtr| 0x1E2 | int16    |C0C0C0| 00 00      | 0          | amount of hypos that can be dropped }}
{{OBDtr| 0x1E2 | int16    |C0C0C0| 00 00      | 0          | amount of hypos that can be dropped }}
{{OBDtr| 0x1E4 | int16    |FF0080| 00 00      | 0          | amount of force shields that can be used }}
{{OBDtr| 0x1E4 | int16    |FF0080| 00 00      | 0          | amount of force shields that can be used }}
{{OBDtr| 0x1E6 | int16    |FF0080| 00 00      | 0          | amount of force shields that can be dropped }}
{{OBDtr| 0x1E6 | int16    |FF0080| 00 00      | 0          | amount of force shields that can be dropped }}
{{OBDtr| 0x1E8 | int16    |FFFFA6| 00 00      | 0          | amount of phase cloaking that can be used (60 = 1 second) }}
{{OBDtr| 0x1E8 | int16    |FFFFA6| 00 00      | 0          | amount of phase cloak remaining; this number is in ticks (1/60 second) except if it's 1, in which case it's interpreted to mean "a full phase cloak" }}
{{OBDtr| 0x1EA | int16    |FFFFA6| 00 00      | 0          | amount of phase cloaking that can be dropped }}
{{OBDtr| 0x1EA | int16    |FFFFA6| 00 00      | 0          | will drop phase cloak (true if any value above zero) }}
{{OBDtr| 0x1EC | int32    |71FFB8| 00 00 00 00 | 0          | unknown; always zero }}
{{OBDtr| 0x1F0 | int32    |0000BF| 00 00 00 00 | 0          | team ID; the following teams are possible:


{{OBDtr| 0x1EC | int16    |71FFB8| 00 00      | 0          | unused }}
{{OBDtr| 0x1EE | int16    |71FFB8| 00 00      | 0          | unused }}


{{OBDtr| 0x1F0 | int32    |0000BF| 00 00 00 00 | 0          | team ID; the following teams are possible:
:0 - Konoko
:0 - Konoko
:1 - TCTF
:1 - TCTF
Line 104: Line 99:
:6 - Switzerland
:6 - Switzerland
:7 - SyndicateAccessory
:7 - SyndicateAccessory
}}
}}
{{OBDtr| 0x1F4 | int32    |804040| 64 00 00 00 | 100        | ammo filling in percent }}
{{OBDtr| 0x1F4 | int32    |804040| 64 00 00 00 | 100        | fullness of current ammo clip as a percentage }}
{{OBDtr| 0x1F8 | int32    |FF22FF| 00 00 00 00 | 0          | initial alert level; the following alert levels are possible:
{{OBDtr| 0x1F8 | int32    |FF22FF| 00 00 00 00 | 0          | initial alert level; the following alert levels are possible:
:0 - lull
:0 - lull
:1 - low
:1 - low
Line 116: Line 107:
:3 - high
:3 - high
:4 - combat
:4 - combat
}}
}}
{{OBDtr| 0x1FC | int32    |808080| 00 00 00 00 | 0          | minimal alert level }}
{{OBDtr| 0x1FC | int32    |808080| 00 00 00 00 | 0          | minimum alert level }}
{{OBDtr| 0x200 | int32    |FFAA82| 01 00 00 00 | 1          | alert level when starting a job }}
{{OBDtr| 0x200 | int32    |FFAA82| 01 00 00 00 | 1          | alert level when starting a job }}
{{OBDtr| 0x204 | int32    |00D900| 02 00 00 00 | 2          | alert level when investigating }}
{{OBDtr| 0x204 | int32    |00D900| 02 00 00 00 | 2          | alert level when investigating }}
{{OBDtr| 0x208 | bitset32 |CACAFF| 00 00 00 00 | 0, 0, 0, 0 | alarm groups, see below this table }}
{{OBDtr| 0x208 | bitset32 |CACAFF| 00 00 00 00 | 0, 0, 0, 0 | alarm groups, see below this table }}
{{OBDtr| 0x20C | int32    |F0F000| 04 00 00 00 | 4          | unknown (pm_pursue_strong?) }}
{{OBDtr| 0x20C | int32    |F0F000| 04 00 00 00 | 4          | pursuit mode for strong awareness when alert level lull/low }}
{{OBDtr| 0x210 | int32    |E7FFCE| 01 00 00 00 | 1          | unknown (pm_pursue_weak?) }}
{{OBDtr| 0x210 | int32    |E7FFCE| 01 00 00 00 | 1          | pursuit mode for weak awareness when alert level lull/low }}
{{OBDtr| 0x214 | int32    |4F7291| 04 00 00 00 | 4          | unknown (pm_pursue_strong_seen?) }}
{{OBDtr| 0x214 | int32    |4F7291| 04 00 00 00 | 4          | pursuit mode for strong awareness when alert level medium/high/combat }}
{{OBDtr| 0x218 | int32    |FFD6C1| 04 00 00 00 | 4          | unknown (pm_pursue_weak_seen?) }}
{{OBDtr| 0x218 | int32    |FFD6C1| 04 00 00 00 | 4          | pursuit mode for weak awareness when alert level medium/high/combat }}
{{OBDtr| 0x21C | int32    |FF5E5E| 00 00 00 00 | 0          | unknown (pm_pursue_lost?) }}
{{OBDtr| 0x21C | int32    |FF5E5E| 00 00 00 00 | 0          | pursuit mode for lost contact (enemy was identified but then the enemy ran away) }}
{{OBDtr| 0x220 | float    |FF5E5E| 20 02 00 00 | ?          | "facing; internal use only"; used? }}
|}
|}




;Alarm groups
;Alarm groups
:Stored as a bitset
Stored as a bitset. If bit 2^N is ON, the character will be alarmed by script command '''ai2_tripalarm(N)''' or alarm console command '''0060 NN00''' where NN is the hex for N.
:If bit 2^N is ON, the character will be alarmed by script command '''ai2_tripalarm(N)''' or alarm console command '''0060 NN00''' where NN is the hex for N.
:(Since the size of the alarm group field is 4 bytes, there's a maximum of 32 alarm groups, i.e. N ranges from 0 to 31.)
:(Since the size of the alarm group field is 4 bytes, there's a maximum of 32 alarm groups, i.e. N ranges from 0 to 31)
 
;Pursuit modes:
See {{SectionLink|AI|Reactions and awareness}} and {{SectionLink|AI|Pursuit}} to learn about meaning of CHAR pursuit values.
 
==Dialog from level0_Tools==
[[Image:Tool dialog - Character Properties 2.png]]
 


Also available is the following dialog, which is redundant of [[CMBT]] and apparently predates both CHAR and [[AISA]]:


==Bluebox image - Screenshot of the developer character window==


[[Image:Tool dialog - Character Properties 1.png]]


http://ssg.oni2.net/subfold/bluebox/images/bina_chara.gif (Coming soon...)


{{OBD OBJC Footer | type=CHAR | prev=WEAP | next=CMBT | name=Character | family=Level}}


{{OBD OBJC Footer | type=CHAR | prev=WEAP | next=CMBT | name=Character}}
{{OBD}}