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  • ...0x00 | float |FFC8C8| 8A 39 2C BF | -0.672752 | X-axis adjustment to throw target; see below for info ...0x04 | float |FFFFC8| 10 39 B4 3F | 0.793839 | Y-axis adjustment to throw target; see below for info
    3 KB (440 words) - 03:53, 1 November 2023
  • ===Adjust Throw Target=== If the "Adjust and rotate throw target" operation is selected, the object will also get rotated by 180 degrees in
    7 KB (1,208 words) - 15:24, 18 May 2022
  • ...only meant for throw target animations. Without the throwTarget flag being set (0x3C in TRAM), any data found here will crash Oni.
    758 bytes (120 words) - 21:13, 26 October 2023
  • ...r script for rotating -/+180° and adding PositionOffset to a forward throw Target animation. This was made by a hero from the Blender Discord named Danta. Th :1. Import a throw animation and its target animation into Blender.
    12 KB (1,841 words) - 16:13, 22 June 2022
  • ...n beta]. Something strange with OBAN going on but the rest should be okay. Set your modes e.g. throw and throw type (fw/bk), then drag and drop the dae.-- * The pelvis translation must be set 0 in TRAM. For rotations there are basically two options: keep in TRAM or t
    4 KB (636 words) - 12:57, 13 May 2023
  • ...older like '''Content/OniTRAM'''): in the '''FBX Import Options''' dialog, set '''Mesh/Skeleton''' to '''None''', make sure '''Animation/Import Animations #:e) in the left-side tool panel, in the tab '''Retarget Manager''', under '''Set up Rig''', go to '''Select Rig''' and pick '''Select Humanoid Rig'''.
    5 KB (669 words) - 19:14, 30 May 2021
  • {{OBDtr| 0x08 | |C8FFC8| 09 00 00 00 | 0x09 | object flags (set at runtime); used values: :0x'''01''' 00 - appears to be set at runtime if the turret has no particles and on resets (?)
    2 KB (313 words) - 21:23, 9 December 2023
  • :: If the flag is set, the aiming will remain elevated after firing the gun. :: If flag isn't set, the upward movement stops earlier, and when the firing ends, the weapon wi
    14 KB (2,128 words) - 16:54, 6 March 2024
  • Every [[ONCC]] has set of parameters which adjust how this ONCC will react on firingspread (''ai2_ *0x04 - requires 0x02 to be set; firingspread/projectile dodge enabled for weapons; if AI2 is armed, it tri
    9 KB (1,381 words) - 00:44, 11 October 2016
  • ...the prompt. In the tutorial below, you should type the commands which are set like this: ..., and that the ''value'' of the variable named '''ai2_deaf''' is currently set to "false" (0). This means the AI ''aren't'' deaf, but if '''ai2_deaf''' is
    6 KB (1,140 words) - 17:38, 7 December 2023
  • *'''Update all values in a set of XML elements''' (e.g., re-position an OBAN animation or adjusting the pe *'''Inverts a set of XML elements''' (e.g., reverse the motion of an OBAN animation).
    11 KB (1,603 words) - 21:52, 2 July 2022
  • .... For example "Shared Function GetApp()". '''Second condition:''' in the ''target code'', the class must be written beforehand (for example "Oni.GetApp" wher Since .bsl in an unique suffix it would be enough to set 2 nodes:
    10 KB (1,206 words) - 01:26, 5 April 2021
  • ...r of an AI2 chance for performing such a technique aganist its target that target is not able to block at the moment of the technique start ( striker's kick ...ger; modifier for a chance to perform technique which will get blocked but target will be block-staggered }}
    14 KB (2,187 words) - 21:36, 11 March 2024
  • ...port Options" dialog. Immediately after that, the new Skeletal Mesh can be set as the Mesh property of the pawn entity (the isolated mannequin in the midd ...in_PostProcess_AnimBP". The confusing part is that even after you do this (set the correct "Post Process Anim Blueprint"), and save all the assets in the
    12 KB (2,077 words) - 21:30, 5 February 2023
  • |This is a test of a "defend the target"-type mission. You must defend a statue from Neo-Syndicate bad guys who are ...gs"-style. Konoko can attack any of the characters, and some will randomly target her. Among the combatants is an old model of Konoko that resembles her appe
    24 KB (3,848 words) - 22:57, 13 February 2022
  • ...<Target>[... see '''[[#Attractor|HERE]]''' for possible flags]</Target> For this to work properly, the parent of the character must have this set, and the parent of said parent, etc., up to the original particle.
    52 KB (6,162 words) - 20:04, 13 December 2023
  • ...roperties and '''drivers''' (drivers in the rig described here are used to set the influence of its controllers' bone constraints through the Pose1 and Po ...Blender/Obsolete scripts#Rig bone constraint target setting script|HERE]], set the targets of the rig's bone constraints to be the body parts of the anima
    44 KB (7,228 words) - 21:50, 5 February 2023
  • ...0.55. Used as the speed of a fall when predicting if an attack will hit a target when the attacker is in midair. It seems to be a bug that this is looked at ...sed for the deceleration of a jump when predicting if an attack will hit a target when the attacker is in midair; before that many frames, <JumpGravity> is u
    33 KB (4,606 words) - 02:34, 26 October 2023
  • ...mostly unable to fight back as long as you hold down the trigger, a clear target is likely as good as dead as long as you have enough charge left to close t ...ts, give swarms lots of space to home in on their targets. When you're the target, evade by hiding behind enemies or obstacles. (You can also match the speed
    17 KB (3,049 words) - 15:47, 29 May 2022
  • :'''$ !!!''': set based on [[persist.dat]] at game/level-load |"enables AI boss-battle target selection"<br>used in '''compound''': apparently makes Muro's friends focus
    26 KB (4,055 words) - 20:16, 15 April 2023
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