OBD:AISA: Difference between revisions
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(took a moment to check whether ONWC links work at all) |
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{{OBD_File_Header | type=AISA | prev=AGQR | next=AITR | name=AI Character Setup Array | family=Level | onistuff=aisa | align=center}} | |||
[[image:aisa_a.gif]] | |||
{{Table}} | |||
{{OBDth}} | |||
{{OBDtr | 0x000 | res_id |FF0000| 01 9C 02 00 | 668 | 00668-level3_scripts.AISA }} | |||
{{OBDtr | 0x004 | lev_id |FFFF00| 01 00 00 06 | 3 | level 3 }} | |||
{{OBDtr | 0x008 | char[22] |00FF00| | dead | unused; you can set all to whatever you want }} | |||
{{OBDtr | 0x01E | int16 |00FFFF| 0D 00 | 13 | array size }} | |||
{{OBDtrBK}} | |||
{{OBDtr2| 0x000 | char[32] |FFC8C8| unused | name of AISA character }} | |||
{{OBDtr | 0x020 | int16 |FFFFC8| 00 00 | 0 | ID of the character, which you can spawn with the script command [[chr_create]] }} | |||
{{OBDtr | 0x022 | int16 |C8FFC8| 00 00 | 0 | flag where character is spawned; must be a valid flag ID (from the [[OBD:BINA/OBJC/FLAG|BINACJBOFlag]] collection) }} | |||
{{OBDtr | 0x024 | int16 |C8FFFF| 00 00 | 0 | ignored }} | |||
{{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]]; must be a valid ONCC; replaced with first available ONCC if missing }} | |||
{{OBDtr2| 0x02C | char[32] |C87C64| unused | ignored }} | |||
{{OBDtr | 0x04C | int32 |C800C8| 00 00 00 00 | 0 | ignored }} | |||
{{OBDtr2| 0x050 | char[32] |B0C3D4| intro | script event called when character is created; see [[CHAR]] }} | |||
{{OBDtr2| 0x070 | char[32] |E7CEA5| unused | script event called when the character dies; see [[CHAR]]... }} | |||
{{OBDtr2| 0x090 | char[32] |FFDDDD| unused | script event called when the character first notices an enemy }} | |||
{{OBDtr2| 0x0B0 | char[32] |64AAAA| unused | script event called when the character is alarmed (group event)}} | |||
{{OBDtr2| 0x0D0 | char[32] |EBEBEB| unused | script event called when the character is hurt for the first time }} | |||
{{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 | script event called when the character uses up its initial ammo clips or cells }} | |||
{{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 | 0x154 | int16 |00C8FF| 00 00 | 0 | weapon ammo (in %?) }} | |||
{{OBDtr | 0x156 | int16 |C80040| FF FF | -1 | ignored }} | |||
{{OBDtr | 0x158 | int16 |FFCD96| 00 00 | 0 | ignored }} | |||
{{OBDtr | 0x15A | int16 |FFCD96| 00 00 | 0 | ignored }} | |||
{{OBDtr | 0x15C | int16 |C8C864| 00 00 | 0 | ignored }} | |||
{{OBDtr | 0x15E | 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 [[FLAG]] issue | |||
:If the flag ID requested by [[chr_create]] is obsolete or otherwise unavailable, chr_create will fail with a message to the console. | |||
;Missing [[ONCC]] issue | |||
:Missing ONCCs are resolved by picking the first available ONCC (in ASCII order, i.e., '''SH_generic''' comes before '''barabus'''). In Vanilla Oni this only happens once (for AISA): "lab" scripts use <tt>chr_create 1004</tt> in the bomber cutscene (for the cop who talks to Konoko on the radio): the missing ONCC TCL_2 is luckily resolved as the close-enough TCTF_lite_1. In the [[Anniversary Edition]], the custom ONCC Cop_generic was added to take care of this situation (both to prevent the Vanilla "lab" logic from resolving to '''CopfemA1''' and to give some screen time to TRBSTCL_2, which is present in Vanilla Oni, but somehow doesn't have a matching ONCC). | |||
:If the eventually used ONCC is invalid (e.g., if it has a missing TRAC or if its ONCV is missing from ONVL), Oni will crash. This applies to [[CHAR]] a.k.a. [[ai2_spawn]], [[AISA]] a.k.a. [[chr_create]], and [[ai2_chump]] (hardcoded to spawn ONCCstriker_easy_1; in Vanilla Oni there are three levels where ai2_chump's ONCC is resolved due to a missing striker_easy_1: to CopfemA1 in '''state''' and '''tctf_II''', and to TCTF_swat_blackops_1 in '''compound'''; in '''neuro''' the full set of Strikers is available, as well as comguys, the mad bomber, and Muro). | |||
;Missing [[ONWC]] issue | |||
:Some of the vanilla AISA entries contain a link to an invalid (obsolete) ONWC: two Strikers in '''tctf''' (in the cutscene where Barabas kidnaps Shinatama) have a link to ONWCp_rifle; there are eleven more AISA characters (not used in Vanilla scripts) who have links to ONWCautopistol, ONWCsmg, ONWCp_rifle and ONWCp_stream. The engine resolves such bad links by not giving any weapon to the character. (There are no valid ONWC links in Vanilla AISA, but providing a valid link in a modified AISA shows that the weapon field is interpreted by the engine, unlike other inventory fields which are ignored.) | |||
;Inventory and script events. | |||
:Since nearly all the inventory fields are ignored, AISA characters can't be created 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=AISA | prev=AGQR | next=AITR | name=AI Character Setup Array | family=Level}} | |||
{{OBD}} | |||
Latest revision as of 22:03, 8 September 2020
|
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; replaced with first available ONCC if missing |
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 FLAG issue
- If the flag ID requested by chr_create is obsolete or otherwise unavailable, chr_create will fail with a message to the console.
- Missing ONCC issue
- Missing ONCCs are resolved by picking the first available ONCC (in ASCII order, i.e., SH_generic comes before barabus). In Vanilla Oni this only happens once (for AISA): "lab" scripts use chr_create 1004 in the bomber cutscene (for the cop who talks to Konoko on the radio): the missing ONCC TCL_2 is luckily resolved as the close-enough TCTF_lite_1. In the Anniversary Edition, the custom ONCC Cop_generic was added to take care of this situation (both to prevent the Vanilla "lab" logic from resolving to CopfemA1 and to give some screen time to TRBSTCL_2, which is present in Vanilla Oni, but somehow doesn't have a matching ONCC).
- If the eventually used ONCC is invalid (e.g., if it has a missing TRAC or if its ONCV is missing from ONVL), Oni will crash. This applies to CHAR a.k.a. ai2_spawn, AISA a.k.a. chr_create, and ai2_chump (hardcoded to spawn ONCCstriker_easy_1; in Vanilla Oni there are three levels where ai2_chump's ONCC is resolved due to a missing striker_easy_1: to CopfemA1 in state and tctf_II, and to TCTF_swat_blackops_1 in compound; in neuro the full set of Strikers is available, as well as comguys, the mad bomber, and Muro).
- Missing ONWC issue
- Some of the vanilla AISA entries contain a link to an invalid (obsolete) ONWC: two Strikers in tctf (in the cutscene where Barabas kidnaps Shinatama) have a link to ONWCp_rifle; there are eleven more AISA characters (not used in Vanilla scripts) who have links to ONWCautopistol, ONWCsmg, ONWCp_rifle and ONWCp_stream. The engine resolves such bad links by not giving any weapon to the character. (There are no valid ONWC links in Vanilla AISA, but providing a valid link in a modified AISA shows that the weapon field is interpreted by the engine, unlike other inventory fields which are ignored.)
- Inventory and script events.
- Since nearly all the inventory fields are ignored, AISA characters can't be created 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 |
---|
AGQR << Other file types >> AITR |
AISA : AI Character Setup Array |
Level file |