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  • {{OBD OBJC Header | align=center | type=PART | prev=NEUT | next=PATR | name=Particle | stuff=b_pa}} {{OBDtr| 0x00 | char[4] |FF0000| 43 4A 42 4F | OBJC | objects }}
    2 KB (248 words) - 21:19, 9 December 2023
  • {{XML_OBJC_Header | prev=NEUT | type=PART | next=PATR | name=Particle}} The following commands utilize the defined [[XML:BINA/PAR3#Event_types|particle events]].
    4 KB (546 words) - 01:14, 3 April 2021

Page text matches

  • #REDIRECT [[OBD:BINA/OBJC/PART]]
    32 bytes (5 words) - 22:47, 1 May 2008
  • {{OBD_File_Header | type=BINA | prev=AKVA | next=CBPI | name=Binary Data | family=General | align=center} ...tered as a tag, but is really a wrapper for other tags. One of those tags, OBJC, is a wrapper for still more tags (see below).
    6 KB (914 words) - 01:57, 8 December 2023
  • |[[OBD:BINA/PAR3|BINA/PAR3]] |[[OBD:BINA/OBJC|BINA/OBJC]]
    2 KB (305 words) - 16:24, 9 December 2023
  • {{OBD BINA Header|prev=TMBD|type=OBJC|next=ONIE|name=Objects|onistuff=bina}} ...herwise (Windows). OBJC is registered as a tag (and is also a sub-tag of [[BINA]]), but it serves as a wrapper for other tags. OBJCs are lists composed of
    4 KB (575 words) - 23:45, 8 December 2023
  • ...f the sub-hierarchy of an [[OBD:ONLV|Oni Game Level]] and various BINA and OBJC collections. ===BINA collections===
    9 KB (1,513 words) - 19:31, 9 December 2023
  • {{OBD OBJC Header | align=center | type=PART | prev=NEUT | next=PATR | name=Particle | stuff=b_pa}} {{OBDtr| 0x00 | char[4] |FF0000| 43 4A 42 4F | OBJC | objects }}
    2 KB (248 words) - 21:19, 9 December 2023
  • ...7 regular types, 2 wrapper types (BINA and OBJC), 4 BINA subtypes, 16 BINA/OBJC subtypes, 16 defunct types, and 10 unused types. There is a less technical For convenience, the BINA and BINA/OBJC tags are listed in the "All tags" table, but redirect to their own separate
    11 KB (1,616 words) - 19:33, 9 December 2023
  • ...s to level file resources, but lookups to hardcoded tables (which are also part of OBD, sort of...) checked past BINA...
    6 KB (907 words) - 20:07, 7 March 2021
  • ...| particle type name (reference to 06079-3RAPlocklight.[[OBD:BINA/PAR3|BINA]] of level 0); global lookup name }} ...ter tool to store particles attached to [[OBD:OBOA|objects]] or [[OBD:BINA/OBJC/FURN|furniture]].
    2 KB (285 words) - 07:23, 29 September 2022
  • {{XML_OBJC_Header | prev=PART | type=PATR | next=PWRU | name=Patrol Path}} | Used in [[XML:BINA/OBJC/CHAR|BINA/OBJC/CHAR]]
    5 KB (500 words) - 01:21, 3 April 2021
  • {{OBD BINA Header|align=center|prev=OBJC|type=ONIE|next=PAR3|name=Oni Impact Effects|onistuff=b_ie}} ...0 00 | 47032 | 47032 bytes is the length of the following impact effects part from this position }}
    5 KB (688 words) - 23:45, 8 December 2023
  • {{OBD OBJC Header | type=MELE | prev=FURN | next=NEUT | name=Melee profile | align=cen {{OBDtr| 0x00 | char[4] |FF0000| 43 4A 42 4F | OBJC | objects }}
    14 KB (2,187 words) - 21:36, 11 March 2024
  • ...due to this BSL function, but due to the <Follow> data in their [[XML:BINA/OBJC/NEUT|NEUT]] setup. To make an AI follow you as a test of pathfinding, you c ...rgument "setfacing", then the AI will also assume the facing angle that is part of the flag data when they reach the flag. If you want the player character
    3 KB (520 words) - 17:12, 26 March 2021
  • {{OBD OBJC Header | align=center | type=CONS | prev=CMBT | next=DOOR | name=Console | {{OBDtr| 0x000 | char[4] |FF0000| 43 4A 42 4F | OBJC | objects }}
    4 KB (475 words) - 21:17, 9 December 2023
  • {{OBD OBJC Header | align=center | type=CMBT | prev=CHAR | next=CONS | name=Combat Pro {{OBDtr| 0x00 | 4CC |FF0000| 43 4A 42 4F | OBJC | objects }}
    9 KB (1,455 words) - 21:17, 9 December 2023
  • ...verview of each of the 65 significant data types (45 basic, 16 OBJC, and 4 BINA) and 43 sub-types that they rely on. ...AKBP]], <br>[[#AKEV|AKEV]], [[#AKEV|AKOT]], <br>[[#AKEV|AKVA]], '''[[#BINA|BINA]]'''
    24 KB (3,891 words) - 16:26, 11 February 2024
  • {{XML_OBJC_Header | prev=MELE | type=NEUT | next=PART | name=Neutral}} | Used by [[XML:BINA/OBJC/CHAR|BINA/OBJC/CHAR]] and [[XML:BINA/OBJC/MELE|BINA/OBJC/MELE]].
    10 KB (1,411 words) - 12:23, 5 April 2021
  • * The turret's base is part of the level geometry. (For some reason the <BaseGeometry> of [[XML:TURR|TU |Used by [[XML:BINA/OBJC/TRIG|laser trigger]] and BSL commands.
    3 KB (414 words) - 15:24, 3 April 2021
  • ...ty, etc. Loose particles are normally added to the level's [[XML:BINA/OBJC/PART|particle collection]]. ...hts_with_particle_ingame.png|thumb|200px|right|Streetlights are originally part of the level geometry. For import tests they have been transformed into a M
    6 KB (721 words) - 01:19, 20 November 2023
  • 38 7C is the size of the part in the raw/separate file in bytes (31800) For more information on CHAR, look at this page: [[OBD:BINA/OBJC/CHAR]]
    5 KB (618 words) - 22:19, 7 May 2022
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