OBD:BINA/OBJC/CHAR: Difference between revisions
Jump to navigation
Jump to search
(fixed character options) |
(Everybody thank Iritscen, without his problems with my AVIs I could'nt be able to figure this out ^_^) |
||
Line 113: | Line 113: | ||
{{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 | | {{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 | | {{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 | | {{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 | | {{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 | unknown (pm_pursue_lost?) }} | ||
|} | |} | ||
Line 125: | Line 125: | ||
: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: | |||
:AI2 has 4 awareness modes: '''forgotten''', '''weak''', '''strong''', '''definite'''. | |||
:Forgotten and definite are clear (either AI2 forgets about enemy or AI2 sees enemy with central vision field). | |||
:Weak and strong are modes used when AI2 character pursues enemy. The moment AI2 char sees (with '''peripheral''' vision field) or hears enemy, it goes into pursue mode with this enemy. Strong is first, then (after timer finishes) it degrades to weak (and then to forgotten). | |||
*At the beginning of pursuit, AI2 chars tries to move as close to the point where enemy stood (or center of dangerous sound was) as possible. AI2 character has limited '''pursuit distance''', specified in [[CMBT]] profile it is using. If source of danger (or interest?) is too far away, AI2 char moves only so far where it can move from its current location according to the pursuit distance. For movement, pursuit mode 2 (GoTo) is used. Whole pursuit behavior depends on pathfinding, no "vectors of movement" or how should I call those green lines. | |||
:"Green lines": ai2_showpaths=1, when in MELE mode or dodging, AI2 has some short green line pointing in the direction of movement instead of regular brown pathfinding line. | |||
*Then AI2 performs pursuit mode 4 (Look) for some specified time (which is probably hardcoded in this pursuit mode's procedure). Awareness of enemy is strong. See my note for info about possible bug in peripheral vision contact. | |||
*After this initial Look mode ends, AI2 char starts its '''strong awareness''' pursuit mode, choice depends on alert level. | |||
*When timer for strong awareness fades, AI2 goes to weak awareness and starts using its '''weak awareness''' pursuit mode, choice depends on alert level again. Possible pursuit modes are listed below. | |||
NOTE | |||
This all was tested with sound awareness as peripheral awareness seems to be broken and always calls pursuit mode '''Look''' with '''infinite timer''' (so AI2 stucks and stares in a direction forever, that is why you can escape gunner sometimes, then you peek from corner and he just stands and stares, no action). | |||
/NOTE | |||
;Useable values for pursuit modes: | |||
*0 - No mode; looks like engine uses Look mode as "safe ring" from crash; maybe 0 is GoTo + Look ("starter" of AI2 pursuit mode, see above)??? | |||
*1 - '''Forget'''; works like "ai2_forget" command | |||
*2 - '''GoTo'''; used by engine when char has to move to another place while in pursuit mode, if you set it in CHAR, it does nothing. | |||
*3 - '''Wait'''; AI2 char keeps looking at the point where it looked before this mode started, waiting ^_^ | |||
*4 - '''Look'''; AI2 char keeps rotating whole body, looking around | |||
*5 - '''Move'''; no effect when this value is set in CHAR, I don't have idea for what this is good if we have GoTo already. Maybe move randomly ??? | |||
*6 - '''Hunt'''; not implemented in Oni (as a few of us noticed, eh, EdT? ^_^). Looks like it is here (it has name, it does not make Oni crash etc), but main procedure is probably unfinished or what (or wrong linked) | |||
*7 - '''Glance'''; AI2 char stands and rotates only as if player pressed "look" key ("v" by default) and tried to move the mouse. So no full-body turning, only "twisting" from extreme angle to extreme angle. | |||
:speculations: | |||
*9 - Find alarm?; this is interesting, becuase when you make AI2 char alarmed via "ai2_tripalarm" (or by alarm console), report will say that reason of high alert of AI2 is ''unknown: 9''. Maybe this mode means "find player, who is alarming whole place by doing his business here?" | |||
Exe rip which contains (probably) all modes is in [[CMBT]], se near the end of the page. | |||
--[[User:Loser|Loser]] 14:45, 31 July 2008 (CEST) | |||
==Dialog from level0_Tools== | ==Dialog from level0_Tools== |
Revision as of 12:45, 31 July 2008
|
File description
Basic setup - Apperance, weapon, position, misc spawn flags
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x00 | char[4] | 43 4A 42 4F | OBJC | object collection |
0x04 | int32 | 2C 8B 00 00 | 35628 | size of the complete collection from this postion in bytes |
0x08 | int32 | 27 00 00 00 | 39 | object collection version |
0x0C | int32 | 20 02 00 00 | 544 | size of the following element in bytes |
First element (black outline) | ||||
0x000 | char[4] | 52 41 48 43 | CHAR | character |
0x004 | int32 | 87 19 00 00 | 6535 | old file ID |
0x008 | int32 | 00 00 00 00 | 0 | unknwon |
0x00C | float | A5 7D 9D 43 | 314.981597 | x-position of the character |
0x010 | float | 00 00 D8 C1 | -27.000000 | y-position (height) of the character |
0x014 | float | 98 09 1E 42 | 39.509368 | z-position of the character |
0x018 | float | 00 00 00 00 | 0.000000 | rotation on the x-axis in degrees |
0x01C | float | 00 00 87 43 | 270.000000 | rotation on the y-axis in degrees |
0x020 | float | 00 00 00 00 | 0.000000 | rotation on the z-axis in degrees |
0x024 | bitset32 | 01 00 00 00 | 1, 0, 0, 0 | character options; the folowing bits are used:
|
0x028 | char[64] | konoko_generic | character class name (reference to 00991-konoko_generic.ONCC) | |
0x068 | char[32] | konoko | character name | |
0x088 | char[64] | w1_tap | weapon class name (reference to 03701-w1_tap.ONWC of level 0) |
Script functions - Called by engine when certain things happen to a character
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x0C8 | char[32] | unused | script function called when character is spawned | |
0x0E8 | char[32] | you_lose | script function called when character dies (health reaches 0); can work multiple times | |
0x108 | char[32] | unused | script function called when character notices an enemy; works only once | |
0x128 | char[32] | unused | alarm function; never used in Oni, it is called when character is alarmed | |
0x148 | char[32] | unused | script function called when character is hurt for the first time; works only once | |
0x168 | char[32] | unused | script function called when character is "defeated" (health reaches 1); works only once | |
0x188 | char[32] | 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 | |
0x1A8 | char[32] | unused | nopath function, some exotic script function call ("should" be called when a character has trouble pathfinding, but isn't) |
Less basic setup - Inventory, team, jobs, alert/pursuit
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x1C8 | int32 | 00 00 00 00 | 0 | additional health (the basic health is stored in the ONCC file of the character) |
0x1CC | int32 | 00 00 00 00 | 0 | job ID; the following jobs are possible:
|
0x1D0 | int16 | 00 00 | 0 | patrol path ID (reference to the Patrol_Path.BINA file) |
0x1D2 | int16 | 00 00 | 0 | combat ID (reference to the Combat.BINA file) |
0x1D4 | int16 | 00 00 | 0 | melee ID (reference to the Melee Profile.BINA file) |
0x1D6 | int16 | 00 00 | 0 | neutral ID (reference to the Neutral.BINA file) |
0x1D8 | int16 | 01 00 | 1 | amount of ammo (red clips) that can be used |
0x1DA | int16 | 00 00 | 0 | amount of ammo (red clips) that can be dropped |
0x1DC | int16 | 00 00 | 0 | amount of energy cells (green clips) that can be used |
0x1DE | int16 | 00 00 | 0 | amount of energy cells (green clips) that can be dropped |
0x1E0 | int16 | 00 00 | 0 | amount of hypos that can be used |
0x1E2 | int16 | 00 00 | 0 | amount of hypos that can be dropped |
0x1E4 | int16 | 00 00 | 0 | amount of force shields that can be used |
0x1E6 | int16 | 00 00 | 0 | amount of force shields that can be dropped |
0x1E8 | int16 | 00 00 | 0 | amount of phase cloaking that can be used (60 = 1 second) |
0x1EA | int16 | 00 00 | 0 | amount of phase cloaking that can be dropped |
0x1EC | int16 | 00 00 | 0 | unknown; always zero; used "nci"? |
0x1EE | int16 | 00 00 | 0 | unknown; always zero; dropped "nci"? |
0x1F0 | int32 | 00 00 00 00 | 0 | team ID; the following teams are possible:
|
0x1F4 | int32 | 64 00 00 00 | 100 | ammo filling in percent |
0x1F8 | int32 | 00 00 00 00 | 0 | initial alert level; the following alert levels are possible:
|
0x1FC | int32 | 00 00 00 00 | 0 | minimal alert level |
0x200 | int32 | 01 00 00 00 | 1 | alert level when starting a job |
0x204 | int32 | 02 00 00 00 | 2 | alert level when investigating |
0x208 | bitset32 | 00 00 00 00 | 0, 0, 0, 0 | alarm groups, see below this table |
0x20C | int32 | 04 00 00 00 | 4 | pursuit mode for strong awareness when alert level lull/low |
0x210 | int32 | 01 00 00 00 | 1 | pursuit mode for weak awareness when alert level lull/low |
0x214 | int32 | 04 00 00 00 | 4 | pursuit mode for strong awareness when alert level medium/high/combat |
0x218 | int32 | 04 00 00 00 | 4 | pursuit mode for weak awareness when alert level medium/high/combat |
0x21C | int32 | 00 00 00 00 | 0 | unknown (pm_pursue_lost?) |
- Alarm groups
- 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.
- (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
- AI2 has 4 awareness modes: forgotten, weak, strong, definite.
- Forgotten and definite are clear (either AI2 forgets about enemy or AI2 sees enemy with central vision field).
- Weak and strong are modes used when AI2 character pursues enemy. The moment AI2 char sees (with peripheral vision field) or hears enemy, it goes into pursue mode with this enemy. Strong is first, then (after timer finishes) it degrades to weak (and then to forgotten).
- At the beginning of pursuit, AI2 chars tries to move as close to the point where enemy stood (or center of dangerous sound was) as possible. AI2 character has limited pursuit distance, specified in CMBT profile it is using. If source of danger (or interest?) is too far away, AI2 char moves only so far where it can move from its current location according to the pursuit distance. For movement, pursuit mode 2 (GoTo) is used. Whole pursuit behavior depends on pathfinding, no "vectors of movement" or how should I call those green lines.
- "Green lines": ai2_showpaths=1, when in MELE mode or dodging, AI2 has some short green line pointing in the direction of movement instead of regular brown pathfinding line.
- Then AI2 performs pursuit mode 4 (Look) for some specified time (which is probably hardcoded in this pursuit mode's procedure). Awareness of enemy is strong. See my note for info about possible bug in peripheral vision contact.
- After this initial Look mode ends, AI2 char starts its strong awareness pursuit mode, choice depends on alert level.
- When timer for strong awareness fades, AI2 goes to weak awareness and starts using its weak awareness pursuit mode, choice depends on alert level again. Possible pursuit modes are listed below.
NOTE
This all was tested with sound awareness as peripheral awareness seems to be broken and always calls pursuit mode Look with infinite timer (so AI2 stucks and stares in a direction forever, that is why you can escape gunner sometimes, then you peek from corner and he just stands and stares, no action).
/NOTE
- Useable values for pursuit modes
- 0 - No mode; looks like engine uses Look mode as "safe ring" from crash; maybe 0 is GoTo + Look ("starter" of AI2 pursuit mode, see above)???
- 1 - Forget; works like "ai2_forget" command
- 2 - GoTo; used by engine when char has to move to another place while in pursuit mode, if you set it in CHAR, it does nothing.
- 3 - Wait; AI2 char keeps looking at the point where it looked before this mode started, waiting ^_^
- 4 - Look; AI2 char keeps rotating whole body, looking around
- 5 - Move; no effect when this value is set in CHAR, I don't have idea for what this is good if we have GoTo already. Maybe move randomly ???
- 6 - Hunt; not implemented in Oni (as a few of us noticed, eh, EdT? ^_^). Looks like it is here (it has name, it does not make Oni crash etc), but main procedure is probably unfinished or what (or wrong linked)
- 7 - Glance; AI2 char stands and rotates only as if player pressed "look" key ("v" by default) and tried to move the mouse. So no full-body turning, only "twisting" from extreme angle to extreme angle.
- speculations:
- 9 - Find alarm?; this is interesting, becuase when you make AI2 char alarmed via "ai2_tripalarm" (or by alarm console), report will say that reason of high alert of AI2 is unknown: 9. Maybe this mode means "find player, who is alarming whole place by doing his business here?"
Exe rip which contains (probably) all modes is in CMBT, se near the end of the page.
--Loser 14:45, 31 July 2008 (CEST)
Dialog from level0_Tools
Also available is the following dialog, which is redundant of CMBT and apparently predates both CHAR and AISA:
ONI BINARY DATA |
---|
AKVA << Other file types >> CBPI |
BINA : Binary data |
TMBD << Other BINA >> ONIE |
OBJC : Objects |
WEAP << Other OBJC >> CMBT |
CHAR : Character |
[[OBD:File types/{{{family}}}|{{{family}}} file]] |