OBD:DOOR: Difference between revisions

789 bytes added ,  29 December 2009
Everybody thanks Neo ^_^
(sleepy eh?)
(Everybody thanks Neo ^_^)
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{{OBDtr| 0x0C | link    |FFFFC8| 00 00 00 00 | unused  | link to another [[OBD:OFGA|OFGA]] file; never used in Oni }}
{{OBDtr| 0x0C | link    |FFFFC8| 00 00 00 00 | unused  | link to another [[OBD:OFGA|OFGA]] file; never used in Oni }}
{{OBDtr| 0x10 | link    |C8FFC8| 01 28 03 00 | 808      | link to 00808-small_anim.[[OBD:OBAN|OBAN]] }}
{{OBDtr| 0x10 | link    |C8FFC8| 01 28 03 00 | 808      | link to 00808-small_anim.[[OBD:OBAN|OBAN]] }}
{{OBDtr| 0x14 | float    |C8FFFF| 00 00 00 3F | 0.500000 | unknown; always the same* }}
{{OBDtr| 0x14 | float    |C8FFFF| 00 00 00 3F | 0.500000 | passed sound "attenuation",  exact formula unknown }}
{{OBDtr| 0x18 | int32    |FFC8FF| 02 00 00 00 | 2        | unknown; always the same* }}
{{OBDtr| 0x18 | int32    |FFC8FF| 02 00 00 00 | 2        | AI sound types which are allowed to pass, see below }}
{{OBDtr| 0x1C | int32    |FFC800| FF FF FF FF | -1      | AI sound type:
{{OBDtr| 0x1C | int32    |FFC800| FF FF FF FF | -1      | AI sound type:
:-1 - no sound
:-1 - no sound
:0 - ignore
:0 - unimportant
:1 - interest
:1 - interest
:2 - danger
:2 - danger
:3 - melee
:3 - melee
:4 - gunshot }}
:4 - gunfire }}
{{OBDtr| 0x20 | float    |C800C8| 00 00 C8 42 |100.000000| AI sound volume }}
{{OBDtr| 0x20 | float    |C800C8| 00 00 C8 42 |100.000000| AI sound volume }}
{{OBDtr2|0x24 | char[32] |C87C64| door2_shrt            | door open sound (reference to 08355-door2_shrt.[[OBD:OSBD/OSIm|imp.OSBD]]) }}
{{OBDtr2|0x24 | char[32] |C87C64| door2_shrt            | door open sound (reference to 08355-door2_shrt.[[OBD:OSBD/OSIm|imp.OSBD]]) }}
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<nowiki>*)</nowiki> I've set the all these values to ADDE at once ==> no visible effect. [[User:ssg|ssg]]
'''About passable sounds''' ( fields 0x14 ; 0x18 )
*Selected sound types ( field 0x18 ) are allowed to pass through door while rest of sound types is halted as if door were a wall. To be exact, we talk about AI2 sound spheres, it does not really affect way a player can hear actual sounds.
*0x18:
:*0 - all sound types allowed through
:*1 - '''unimportant''' and '''interest''' sound types halted, rest allowed through
:*2 - '''unimportant''', '''interest''', '''danger''','''melee''' sound types halted, '''gunfire''' type allowed through
:*3 - all sound types halted
*When AI2 sound sphere is allowed to pass, it is "attenuated" ( field 0x14 ), its reach is shortened. This shortening is not visible via '''ai2_showsounds=1''' ( it will show whole AI2 sound sphere ). Shortening does not depend on how far source of sound is from door.
 




{{OBD_File_Footer | type=DOOR | prev=CRSA | next=DPge | name=Door | family=Global}}
{{OBD_File_Footer | type=DOOR | prev=CRSA | next=DPge | name=Door | family=Global}}
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