OBD:AISA: Difference between revisions
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(whatever) |
(note on ONCC lookup; game crashes if ONCC is unavailable) |
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{{OBDtr | 0x024 | int16 |C8FFFF| 00 00 | 0 | ignored }} | {{OBDtr | 0x024 | int16 |C8FFFF| 00 00 | 0 | ignored }} | ||
{{OBDtr | 0x026 | int16 |FFC8FF| 00 00 | 0 | team ID (see [[CHAR]] for possible values) }} | {{OBDtr | 0x026 | int16 |FFC8FF| 00 00 | 0 | team ID (see [[CHAR]] for possible values) }} | ||
{{OBDtr | 0x028 | link |FFC800| 01 DF 03 00 | 991 | link to [[OBD:ONCC|00991-ONCCkonoko_generic]] }} | {{OBDtr | 0x028 | link |FFC800| 01 DF 03 00 | 991 | link to [[OBD:ONCC|00991-ONCCkonoko_generic]]; must be a valid ONCC }} | ||
{{OBDtr2| 0x02C | char[32] |C87C64| unused | ignored }} | {{OBDtr2| 0x02C | char[32] |C87C64| unused | ignored }} | ||
{{OBDtr | 0x04C | int32 |C800C8| 00 00 00 00 | 0 | ignored }} | {{OBDtr | 0x04C | int32 |C800C8| 00 00 00 00 | 0 | ignored }} | ||
{{OBDtr2| 0x050 | char[32] |B0C3D4| intro | | {{OBDtr2| 0x050 | char[32] |B0C3D4| intro | script event called when character is created; see [[CHAR]] }} | ||
{{OBDtr2| 0x070 | char[32] |E7CEA5| unused | | {{OBDtr2| 0x070 | char[32] |E7CEA5| unused | script event called when the character dies; see [[CHAR]]... }} | ||
{{OBDtr2| 0x090 | char[32] |FFDDDD| unused | | {{OBDtr2| 0x090 | char[32] |FFDDDD| unused | script event called when the character first notices an enemy }} | ||
{{OBDtr2| 0x0B0 | char[32] |64AAAA| unused | | {{OBDtr2| 0x0B0 | char[32] |64AAAA| unused | script event called when the character is alarmed (group event)}} | ||
{{OBDtr2| 0x0D0 | char[32] |EBEBEB| unused | | {{OBDtr2| 0x0D0 | char[32] |EBEBEB| unused | script event called when the character is hurt for the first time }} | ||
{{OBDtr2| 0x0F0 | char[32] |8C8CCC| unused | | {{OBDtr2| 0x0F0 | char[32] |8C8CCC| unused | script event called when the health of the character reaches 1 for the first time }} | ||
{{OBDtr2| 0x110 | char[32] |FF00C8| unused | | {{OBDtr2| 0x110 | char[32] |FF00C8| unused | script event called when the character uses up its initial ammo clips or cells }} | ||
{{OBDtr2| 0x130 | char[32] |F0F096| unused | | {{OBDtr2| 0x130 | char[32] |F0F096| unused | script event supposed to be called when the character can't pathfind }} | ||
{{OBDtr | 0x150 | link |00C864| 00 00 00 00 |unused| link to an [[OBD:ONWC|ONWC]] file }} | {{OBDtr | 0x150 | link |00C864| 00 00 00 00 |unused| link to an [[OBD:ONWC|ONWC]] file }} | ||
{{OBDtr | 0x154 | int16 |00C8FF| 00 00 | 0 | weapon ammo }} | {{OBDtr | 0x154 | int16 |00C8FF| 00 00 | 0 | weapon ammo (in %?) }} | ||
{{OBDtr | 0x156 | int16 |C80040| FF FF | -1 | ignored }} | {{OBDtr | 0x156 | int16 |C80040| FF FF | -1 | ignored }} | ||
{{OBDtr | 0x158 | int16 |FFCD96| 00 00 | 0 | ignored }} | {{OBDtr | 0x158 | int16 |FFCD96| 00 00 | 0 | ignored }} | ||
Line 37: | Line 37: | ||
{{OBDtr | 0x15F | int8 |C8C864| 00 | 0 | ignored }} | {{OBDtr | 0x15F | int8 |C8C864| 00 | 0 | ignored }} | ||
|} | |} | ||
;Player character | |||
:If the index is 0, the character is spawned as a player character, stealing controls (but not focus) from the current player. Focus is transferred as well if the old player is deleted ''immediately before'' the new one is created. | |||
;Automatic naming | |||
:If the name field is left blank, the engine will generate an automatic name "ai_#", where # is the runtime ID of the character (first empty slot in memory at the time of the spawning). The ID is not zero-padded: "ai_0, "ai_1", ... | |||
;Missing ONCC issue | |||
:For [[CHAR]] a.k.a. [[ai2_spawn]], a missing ONCC is resolved by picking the first available ONCC. For [[AISA]] a.k.a. [[chr_create]], as well as for [[ai2_chump]] (hardcoded to spawn ONCCstriker_easy_1), a missing ONCC results in a crash. | |||
;Missing FLAG issue | |||
:If the flag ID requested by [[chr_create]] is obsolete or otherwise unavailable, the game will crash. | |||
;Inventory and script events. | |||
:Since nearly all the inventory fields are ignored, AISA characters can't be spawned with inventory items, and so the "out of ammo" script function is irrelevant. The inventory can still be set with scripting (items that the character can use, not what they drop when killed). The "no path" function doesn't seem to work, neither does it seem to work for [[CHAR]]. | |||
{{OBD_File_Footer | type=ASIA | prev=AGQR | next=AITR | name=AI Character Setup Array | family=Level}} | {{OBD_File_Footer | type=ASIA | prev=AGQR | next=AITR | name=AI Character Setup Array | family=Level}} |
Revision as of 21:38, 6 October 2008
|
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x000 | res_id | 01 9C 02 00 | 668 | 00668-level3_scripts.AISA |
0x004 | lev_id | 01 00 00 06 | 3 | level 3 |
0x008 | char[22] | dead | unused; you can set all to whatever you want | |
0x01E | int16 | 0D 00 | 13 | array size |
First element (black outline) | ||||
0x000 | char[32] | unused | name of AISA character | |
0x020 | int16 | 00 00 | 0 | ID of the character, which you can spawn with the script command chr_create |
0x022 | int16 | 00 00 | 0 | flag where character is spawned; must be a valid flag ID (from the BINACJBOFlag collection) |
0x024 | int16 | 00 00 | 0 | ignored |
0x026 | int16 | 00 00 | 0 | team ID (see CHAR for possible values) |
0x028 | link | 01 DF 03 00 | 991 | link to 00991-ONCCkonoko_generic; must be a valid ONCC |
0x02C | char[32] | unused | ignored | |
0x04C | int32 | 00 00 00 00 | 0 | ignored |
0x050 | char[32] | intro | script event called when character is created; see CHAR | |
0x070 | char[32] | unused | script event called when the character dies; see CHAR... | |
0x090 | char[32] | unused | script event called when the character first notices an enemy | |
0x0B0 | char[32] | unused | script event called when the character is alarmed (group event) | |
0x0D0 | char[32] | unused | script event called when the character is hurt for the first time | |
0x0F0 | char[32] | unused | script event called when the health of the character reaches 1 for the first time | |
0x110 | char[32] | unused | script event called when the character uses up its initial ammo clips or cells | |
0x130 | char[32] | unused | script event supposed to be called when the character can't pathfind | |
0x150 | link | 00 00 00 00 | unused | link to an ONWC file |
0x154 | int16 | 00 00 | 0 | weapon ammo (in %?) |
0x156 | int16 | FF FF | -1 | ignored |
0x158 | int16 | 00 00 | 0 | ignored |
0x15A | int16 | 00 00 | 0 | ignored |
0x15C | int16 | 00 00 | 0 | ignored |
0x15E | int8 | 00 | 0 | ignored |
0x15F | int8 | 00 | 0 | ignored |
- Player character
- If the index is 0, the character is spawned as a player character, stealing controls (but not focus) from the current player. Focus is transferred as well if the old player is deleted immediately before the new one is created.
- Automatic naming
- If the name field is left blank, the engine will generate an automatic name "ai_#", where # is the runtime ID of the character (first empty slot in memory at the time of the spawning). The ID is not zero-padded: "ai_0, "ai_1", ...
- Missing ONCC issue
- For CHAR a.k.a. ai2_spawn, a missing ONCC is resolved by picking the first available ONCC. For AISA a.k.a. chr_create, as well as for ai2_chump (hardcoded to spawn ONCCstriker_easy_1), a missing ONCC results in a crash.
- Missing FLAG issue
- If the flag ID requested by chr_create is obsolete or otherwise unavailable, the game will crash.
- Inventory and script events.
- Since nearly all the inventory fields are ignored, AISA characters can't be spawned with inventory items, and so the "out of ammo" script function is irrelevant. The inventory can still be set with scripting (items that the character can use, not what they drop when killed). The "no path" function doesn't seem to work, neither does it seem to work for CHAR.
ONI BINARY DATA |
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AGQR << Other file types >> AITR |
ASIA : AI Character Setup Array |
Level file |