XML:ONCC: Difference between revisions

1,209 bytes added ,  9 November 2012
table style
(+ temp + cat)
(table style)
Line 30: Line 30:
:if FH1 < FH < FH2, the character takes damage (FH - FH1) / (FH2 - FH1) * BH
:if FH1 < FH < FH2, the character takes damage (FH - FH1) / (FH2 - FH1) * BH


{|
 
{{table}}
{| class="wikitable" width="100%"
|width=200px|<FallGravity>
!width=150px| XML tag
|width=40px| float
!width=120px| content type
! description
|-
|<FallGravity>
| float
| downwards velocity? (always 0.55)
| downwards velocity? (always 0.55)
|-
|-
Line 71: Line 75:


==<ShadowConstants>==
==<ShadowConstants>==
{|
{| class="wikitable" width="100%"
{{table}}
!width=150px| XML tag
|width=200px| <Texture>
!width=120px| content type
|width=40px| link
! description
|-
| <Texture>
| link
| TXMPfile<font color="#777777">.oni (file suffix not used)</font>  
| TXMPfile<font color="#777777">.oni (file suffix not used)</font>  
|-
|-
Line 108: Line 115:


==<JumpConstants>==
==<JumpConstants>==
{|
{| class="wikitable" width="100%"
{{table}}
!width=150px| XML tag
|width=200px| <JumpDistance>
!width=120px| content type
|width=40px| float
! description
|-
| <JumpDistance>
| float
| always the same (25)
| always the same (25)
|-
|-
Line 125: Line 135:


==<CoverConstants>==
==<CoverConstants>==
{|
{| class="wikitable" width="100%"
{{table}}
!width=150px| XML tag
|width=200px| <RayIncrement>
!width=120px| content type
|width=40px| float
! description
|always the same (40)
|-
| <RayIncrement>
| float
| always the same (40)
|-
|-
| <RayMax>
| <RayMax>
Line 146: Line 159:


==<AutoFreezeConstants>==
==<AutoFreezeConstants>==
{|
{| class="wikitable" width="100%"
{{table}}
!width=150px| XML tag
|width=200px| <DistanceXZ>
!width=120px| content type
|width=40px| float
! description
|-
| <DistanceXZ>
| float
| always the same (5)
| always the same (5)
|-
|-
Line 159: Line 175:


==<InventoryConstants>==
==<InventoryConstants>==
{|
{| class="wikitable" width="100%"
{{table}}
!width=150px| XML tag
|width=200px| <HypoRegenerationRate>
!width=120px| content type
|width=40px| int16
! description
|-
|valign=top| <HypoRegenerationRate>
|valign=top| int16
| (inverse) hypo regeneration rate in frames per health point; overhealth regeneration rate is not affected by this
| (inverse) hypo regeneration rate in frames per health point; overhealth regeneration rate is not affected by this


Line 173: Line 192:
==<LODConstants>==
==<LODConstants>==
Distances from camera to render certain [[XML:TRBS|LODs]] (level of detail).
Distances from camera to render certain [[XML:TRBS|LODs]] (level of detail).
{|
{| class="wikitable" width="100%"
{{table}}
!width=150px| XML tag
|width=200px| <Float>
!width=120px| content type
|width=40px| float
! description
|-
| <Float>
| float
| always the same (193600); this is 440 squared
| always the same (193600); this is 440 squared
|-
|-
Line 198: Line 220:


==<HurtSoundConstants>==
==<HurtSoundConstants>==
{|
{| class="wikitable" width="100%"
{{table}}
!width=150px| XML tag
|width=200px| <BasePercentage>
!width=120px| content type
|width=40px|int16
! description
|-
| <BasePercentage>
| int16
| hurt_base_percentage; always the same (35)
| hurt_base_percentage; always the same (35)
|-
|-
Line 267: Line 292:


==<AIConstants>==
==<AIConstants>==
{|
{| class="wikitable" width="100%"
{{table}}
!width=150px| XML tag
|width=200px| <Flags>
!width=120px| content type
|width=40|flag
! description
|-
|valign=top| <Flags>
|valign=top| flag
|
|
: NoStartleAnim
: NoStartleAnim
Line 294: Line 322:
| number of frames after which AI realizes that it is in the firing spread and it starts dodging
| number of frames after which AI realizes that it is in the firing spread and it starts dodging
|-
|-
| <DodgeTimeScale>
|valign=top| <DodgeTimeScale>
| float
|valign=top| float
| minimal firingspread dodge amount; IMO similar to maneouvre variable, it tells AI how long it should perform dodging/hiding in response to some time spent inside firing spread (so setting this very high means that once enemy starts dodging/hiding, he will perform it even after firing spread disappears)
| minimal firingspread dodge amount; IMO similar to maneouvre variable, it tells AI how long it should perform dodging/hiding in response to some time spent inside firing spread (so setting this very high means that once enemy starts dodging/hiding, he will perform it even after firing spread disappears)
|-
|-
Line 346: Line 374:
| see [[XML:SNDD#step_1:_preparing_the_TRAM|HERE]]
| see [[XML:SNDD#step_1:_preparing_the_TRAM|HERE]]
|-
|-
| <HostileThreatDefiniteTimer>
|valign=top| <HostileThreatDefiniteTimer>
| int32
|valign=top| int32
| how long will AI know exactly where its enemy is even if it can't see him with central vision-field; AI attacks him; can be checked by *ai2_report_verbose* command (this command causes random crashes, beware)
| how long will AI know exactly where its enemy is even if it can't see him with central vision-field; AI attacks him; can be checked by *ai2_report_verbose* command (this command causes random crashes, beware)
|-
|-
| <HostileThreatStrongTimer>
|valign=top| <HostileThreatStrongTimer>
| int32
|valign=top| int32
| how long will AI remain in strong feeling that there is the enemy, but will not attack him but investigate; can be checked by *ai2_report_verbose* command
| how long will AI remain in strong feeling that there is the enemy, but will not attack him but investigate; can be checked by *ai2_report_verbose* command
|-
|-
| <HostileThreatWeakTimer>
|valign=top| <HostileThreatWeakTimer>
| int32
|valign=top| int32
| how long will AI remain in weak feeling of an enemy, just looking around aimlessly (Glance pursue mode); can be checked by *ai2_report_verbose* command
| how long will AI remain in weak feeling of an enemy, just looking around aimlessly (Glance pursue mode); can be checked by *ai2_report_verbose* command
|-
|-
| <FriendlyThreatDefiniteTimer>
|valign=top| <FriendlyThreatDefiniteTimer>
| int32
|valign=top| int32
| how long will AI know exactly where its ally (Syndicate saw Syndicate for example) is even if it can't see him with central vision-field; AI simply knows there is someone else nearby; maybe has further possibilities; can be checked by *ai2_report_verbose* command (this command causes random crashes, beware)
| how long will AI know exactly where its ally (Syndicate saw Syndicate for example) is even if it can't see him with central vision-field; AI simply knows there is someone else nearby; maybe has further possibilities; can be checked by *ai2_report_verbose* command (this command causes random crashes, beware)
|-
|-
| <FriendlyThreatStrongTimer>
|valign=top| <FriendlyThreatStrongTimer>
| int32
|valign=top| int32
| how long will AI remain in strong feeling that there is someone else, but will not try to find him or look at him; can be checked by *ai2_report_verbose* command  
| how long will AI remain in strong feeling that there is someone else, but will not try to find him or look at him; can be checked by *ai2_report_verbose* command  
|-
|-
| <FriendlyThreatWeakTimer>
|valign=top| <FriendlyThreatWeakTimer>
| int32  
|valign=top| int32  
| how long will AI remain in weak feeling of ally, doing its usual job; can be checked by *ai2_report_verbose* command  
| how long will AI remain in weak feeling of ally, doing its usual job; can be checked by *ai2_report_verbose* command  
|-
|-
Line 377: Line 405:


===<Targeting>===
===<Targeting>===
{|
{| class="wikitable" width="100%"
{{table}}
!width=150px| XML tag
|width=200px| <StartleMissAngle>
!width=120px| content type
| width=40px| float
! description
|-
| <StartleMissAngle>
| float
| always the same for TURR and ONCC (0.5)
| always the same for TURR and ONCC (0.5)
|-
|-
Line 410: Line 441:


===<WeaponSkills>===
===<WeaponSkills>===
{|width=100%|
{|class="wikitable width=100%|
|valign=top|
|valign=top|


{{Table|width=""|align="left"}}
{| class="wikitable" style="text-align:center"
|-BGCOLOR="#E9E9E9" ALIGN=CENTER
|-BGCOLOR="#E9E9E9"  
!Weapon      ||recoil||bestangle||error||decay||inaccuracy||delays
!Weapon      ||recoil||bestangle||error||decay||inaccuracy||delays
|-ALIGN=CENTER     
|-ALIGN=CENTER     
Line 446: Line 477:
|valign=top|
|valign=top|


{|
{| class="wikitable" width="100%"
{{table}}
!width=150px| XML tag
|width=200px| <RecoilCompensation>
!width=120px| content type
|width=40px| float
! description
|-
| <RecoilCompensation>
| float
| min = 0.0, max = 1.0
| min = 0.0, max = 1.0
|-       
|-       
Line 508: Line 542:




{|
{| class="wikitable" width="100%"
{{table}}
!width=150px| XML tag
|width=200px| <CentralDistance>
!width=120px| content type
|width=40px| float
! description
|-
| <CentralDistance>
| float
| central vision distance
| central vision distance
|-
|-
Line 541: Line 578:


==ONCV, death particle, TRBS, TRMA, TRAC, TRAS, health, daodan, etc.==
==ONCV, death particle, TRBS, TRMA, TRAC, TRAS, health, daodan, etc.==
{|
{| class="wikitable" width="100%"
{{table}}
!width=150px| XML tag
|width=200px| <Variant>
!width=120px| content type
|width=40px|link
! description
|-
| <Variant>
| link
| <font color="#777777">ONCV</font>file<font color="#777777">.oni</font>, defines variants and upgrades  
| <font color="#777777">ONCV</font>file<font color="#777777">.oni</font>, defines variants and upgrades  
|-
|-
Line 555: Line 595:
| [[#ONIA: Oni Character Impact Array|ONIA]] instance number (#N)
| [[#ONIA: Oni Character Impact Array|ONIA]] instance number (#N)
|-
|-
| <ImpactModifierName>
|valign=top| <ImpactModifierName>
| flag
|valign=top| flag
| used to choose correct effect from [[XML:BINA/ONIE#list_of_tags.2C_types.2C_and_flags|ONIE]]; impact name -> material name -> modifier (<Component> must be probably "Impact")
| used to choose correct effect from [[XML:BINA/ONIE#list_of_tags.2C_types.2C_and_flags|ONIE]]; impact name -> material name -> modifier (<Component> must be probably "Impact")
: Any
: Any
Line 603: Line 643:
| basic health of the character model; extra health information for every unique character are stored in the [[XML:BINA/OBJC/CHAR#XML|BINACJBOCharacter.oni]] file
| basic health of the character model; extra health information for every unique character are stored in the [[XML:BINA/OBJC/CHAR#XML|BINACJBOCharacter.oni]] file
|-
|-
| <FeetBones>
|valign=top| <FeetBones>
| flag
|valign=top| flag
|
|
: LeftFoot
: LeftFoot
Line 641: Line 681:
| time between death and deletion, in frames (about 3 seconds for mad bomber)
| time between death and deletion, in frames (about 3 seconds for mad bomber)
|-
|-
| <WeaponHand>
|valign=top| <WeaponHand>
| flag
|valign=top| flag
|
|
: 0 (right)
: 0 (right)
Line 651: Line 691:
| when set to 1 indicates that character has daodan powers (character does more damage in overpower mode)
| when set to 1 indicates that character has daodan powers (character does more damage in overpower mode)
|-
|-
| <HasSupershield>
|valign=top| <HasSupershield>
| int8
|valign=top| int8
| when set to 1 indicates that character has supershield
| when set to 1 indicates that character has supershield
* is visible as red shield when overpowered
* is visible as red shield when overpowered
Line 667: Line 707:
===<DamageFactors>===
===<DamageFactors>===
The following 7 float values corespond to damage types.
The following 7 float values corespond to damage types.
{|
{| class="wikitable" width="100%"
{{table}}
!width=150px| XML tag
|width=200px| <Float>
!width=120px| content type
|width=40px| float
! description
| somthing with normal damage ?
|-
| <Float>
| float
| something with normal damage ?
|-
|-
| <Float>
| <Float>
8,018

edits