OBD:TRAM/raw0x24: Difference between revisions
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(notes from Loser on OBD talk:TRAM and some clarifications) |
m (strings are here, not there) |
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{{OBDtr| 0x0C | float |C8FFFF| DB 0F 49 40 | 3.141593 | angle adjustment in radians; when throw is successful, victim is turned around his axis by this angle (π <nowiki>=</nowiki> 180°)}} | {{OBDtr| 0x0C | float |C8FFFF| DB 0F 49 40 | 3.141593 | angle adjustment in radians; when throw is successful, victim is turned around his axis by this angle (π <nowiki>=</nowiki> 180°)}} | ||
{{OBDtr| 0x10 | float |FFC8FF| 00 00 40 41 | 12.000000 | distance tolerance; read below for important notice }} | {{OBDtr| 0x10 | float |FFC8FF| 00 00 40 41 | 12.000000 | distance tolerance; read below for important notice }} | ||
{{OBDtr| 0x14 | int16 |FFC800| 60 00 | 96 | anim type for the animation of the target; types listed [[ | {{OBDtr| 0x14 | int16 |FFC800| 60 00 | 96 | anim type for the animation of the target; types listed [[XML:StNA|HERE]] }} | ||
|} | |} | ||
Revision as of 00:55, 27 October 2023
This part belongs to the 01828-KONCOMthrow_fw_p.TRAM file.
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
First element (black outline) | ||||
0x00 | float | 8A 39 2C BF | -0.672752 | X-axis victim adjustment; see below for info
X+ is left, X- is right |
0x04 | float | 10 39 B4 3F | 0.793839 | Y-axis victim adjustment; see below for info
Y+ is up, Y- is down |
0x08 | float | 44 2D 1C 41 | 9.761051 | Z-axis victim adjustment; see below for info
Z+ is forward, Z- is backward |
0x0C | float | DB 0F 49 40 | 3.141593 | angle adjustment in radians; when throw is successful, victim is turned around his axis by this angle (π = 180°) |
0x10 | float | 00 00 40 41 | 12.000000 | distance tolerance; read below for important notice |
0x14 | int16 | 60 00 | 96 | anim type for the animation of the target; types listed HERE |
Victim axis adjustment
- When throw is successful, these axis adjustments are applied on victim to move ("teleport") him in corresponding way to set some distance between participants so throw looks good. If victim cannot move in some direction (obstacle), then this direction is ignored.
- Y-axis surprise: When you lift the enemy with a +Y value, he is lifted as if he jumped – the bounding box actually lifts! Usually when executing TRAMs, a +Y value just stretches the bounding box of the character from the floor to their current height; that is why you cannot throw enemies over railings. But this field lifts the character completely. After the lift reaches its peak, the victim falls down normally according to gravity.
Distance tolerance
- Be aware that when setting the throw distance tolerance, you have to make sure it is equal to or greater than the parent TRAC's throw distance for the same throw type (for example, throw_fw_p is in Comguy's TRAC and the Comguy TRAC is inherited by Muro). If you set a lower value in the child TRAC, the parent's throw TRAM will play instead when you are beyond the range of the child's throw but not the parent's throw.
- There is also the matter of angular tolerance – how much can the throw participants deviate from perfectly facing each other and the throw still occur. This number is hardcoded to 45°.