AE:Weapons: Difference between revisions
Line 140: | Line 140: | ||
Here's how: | Here's how: | ||
* Open the | * Open the level0_Final.dat with OniUnPacker | ||
* | * Use the Binary.raw editor to select the file 3RAPglass_shard.BINA | ||
The 0x0B="Die" at 0x10B4 we make a 0x1A ("Damage Char"). | * The 0x0B="Die" at 0x10B4 we make a 0x1A ("Damage Char"). | ||
The 0x00 at 0x117C we make a 0x03 (type of "damage" : float) | * The 0x00 at 0x117C we make a 0x03 (type of "damage" : float) | ||
The 0x00000000 at 0x1180 we make a 0x00000040 (value of "damage" : 2.0) | * The 0x00000000 at 0x1180 we make a 0x00000040 (value of "damage" : 2.0) | ||
http://edt.oni2.net/images/deadlyglass.jpg | http://edt.oni2.net/images/deadlyglass.jpg |
Revision as of 23:18, 15 October 2006
Oni ni Kanabô |
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Modded weapons and weapon-related stuff should go here
Weapons
This involves modifying ONWC files (weapon classes) in level0_Final.dat.
You may want to back up level0_Final.dat before proceeding.
SBG
- SBG2 & SBG2bis
- This is an SBG with two firing modes : regular SBG rounds and WMC grenades.
- Ammo clip capacity is 5 regular SBG rounds or 10 WMC grenades.
- SBG2 fires regular SBG rounds as primary ammo, and WMC grenades as secondary ammo.
- SBG2bis fires WMC grenades as primary ammo, and regular SBG rounds as secondary ammo.
Patch the file w5_sbg.ONWC in level0_Final.dat with one of the following TRMA files, depending on the file IDs of the involved files in your version of Oni.
File ID | File name | |
---|---|---|
3897 | 3898 | .M3GM |
3905 | 3906 | superball_icon.TXMP |
3711 | 3712 | tap_empty.TXMP |
3712 | 3713 | tap_fill.TXMP |
3908 | 3909 | w5_glow.TXMP |
3909 | 3910 | w5_glow_ammo.TXMP |
SBG2 | SBG2 | |
SBG2bis | SBG2bis |
- Open level0_Final in OUP
- Check the IDs of the involved files
- the nameless M3GM file is just the body mesh of the SBG (should be right after w5_sbg.ONWC)
- Download the appropriate version
- Import the downloaded ONWC on top of w5_sbg.ONWC
WMC Lite
In the case of the WMC (Wave Motion Cannon), it has a few flags set in w11_ba1.ONWC :
- it doesn't fade
- it can't be reloaded (which is why most AI won't pick it up)
- it prevents you from running, creeping, jumping and melee fighting
- it has no laser sight (so it's pretty hard to aim as precisely as the AI do)
All these can be changed by hex-editing w11_ba1.ONWC.
- open level0_Final.dat in OniUnPacker
- look up w11_ba1.ONWC
- in the hex editing window, change the value at 0xD4 from 0E 3E 08 00 to 0C A6 00 00 (if you want it to reload with energy cells) or to 08 A6 00 00 (if you want it to reload with ballistic ammo)
Then you get what I call WMC Lite : something like a regular weapon, that AI can pick up and reload if they have the right ammo, and something you can move normally with. Plus fading plus laser sight plus ammo meter. Plus holstering, even though it looks super-weird.
Black Equalizer
An Equalizer with a rapid-fire mode, coming soon...
Campbell Adder
A Black Adder with a single-shot mode, coming soon...
Framerate Friendly Fireworks
Mukade's Red Ball with a much slower fire rate and limited ammo.
Maybe with a Phase Stream Projector body.
Maybe with WMC grenades as secondary ammo.
Coming (sigh...) soon...
Telekinetic bracelet
Mutant Muro's Tractor (attractive force field) and Thunderbolt (repulsive force field) in one combined.
To get this power you need to:
- Open GameDataFolder/level0_Final.dat in OniUnPacker.
- Choose the w10_sni.ONWC file in the list on the left (set the extension filter to ONWC)
- Look for w10_sni_e01 in the data viewer (top right, right column)
- Replace it with w13_muro_e01 (Tractor) or w14_muro_e01 (Thunderbolt)
More advanced hack instructions coming Soon(TM).
Other stuff
Breaking Glass
The glass can be broken by kicks after modifying the 3RAPh2h_dust_p01.BINA file. Here's how:
- Open the level0_Final.dat with OniUnPacker
- Use the Binary.raw editor to select the file 3RAPh2h_dust_p01.BINA
- Look at the chunk between 0x550 and 0x6F8
- The 0x00 at 0x550 change it to 0x1E ("Glass Charge")
- The 0x00 at 0x0x634 change it to 0x03 ("radius" type : float)
- The 0x00000000 at 0x0x638 change it to 0x00000040 or 0x00000041 ("radius" value : 2.0 or 8.0)
Note that we've left the first argument of set 2 ("blast-vel" for "Glass Charge") as is. "Linear Change"s "rate" was of the right type (float), and the value (6.0) is nothing extreme. Look at the second variable of h2h_dust_p01 : it's the 0x34=52 byte chunk between 0x340 and 0x374. There's the name ("alpha") right at the start. The initialisation value you can see at 0x35C (it's a float, since the type at 0x358 is 0x03).
- If we just make this float 0.125 (make the 0x00000000 at 0x35C a 0x0000003E) we'll have 12.5%-transparent dust right away.
The changes will look like this:
Some sample movies by geyser: Bio-Research lab Regional State Building Syndicate Mountain Compound
Deadly Glass
The shards of the glass can be modified to hurt.
Here's how:
- Open the level0_Final.dat with OniUnPacker
- Use the Binary.raw editor to select the file 3RAPglass_shard.BINA
- The 0x0B="Die" at 0x10B4 we make a 0x1A ("Damage Char").
- The 0x00 at 0x117C we make a 0x03 (type of "damage" : float)
- The 0x00000000 at 0x1180 we make a 0x00000040 (value of "damage" : 2.0)
Holstering
Either we'll make the AI smarter about holstering, or we'll just disable holstering for rifles (or all weapons).
Handgrenades
Probably scripted, not only patched.