OBD:ONWC: Difference between revisions
(added skill indexes used by the vanilla weapons) |
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{{OBD_File_Header | type=ONWC | prev=ONVL | next=OPge | name=Oni Weapon Class | family= | {{OBD_File_Header | type=ONWC | prev=ONVL | next=OPge | name=Oni Weapon Class | family=Character | align=center}} | ||
ONWC files in level[1-19]_Final are 0-byte files. The actual data is in the ONWC files of level 0; below is an example. | |||
Unless specified otherwise, the coordinates are relative to the weapon's mesh (x = forwards, y = left, z = up). | Unless specified otherwise, the coordinates are relative to the weapon's mesh (x = forwards, y = left, z = up). | ||
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==0x000 to 0x0D7 - Weapon main part == | ==0x000 to 0x0D7 - Weapon main part == | ||
[[Image:onwc_a.gif]] | |||
[[ | |||
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;Crosshair | ;Crosshair | ||
:Default crosshair appears where the laser sight hits environment, corpses, etc | :Default crosshair appears where the laser sight hits environment, corpses, etc. | ||
:Locked crosshair appears when the laser sight hits characters (including the shooter) | :Locked crosshair appears when the laser sight hits characters (including the shooter) | ||
:"Tunnel" is used by '''w8_mbo''' as a complement to the crosshair | :"Tunnel" is used by '''w8_mbo''' as a complement to the crosshair | ||
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{{OBDtr| 0x060 | link |C87C64| 01 76 0E 00 | 3702 | link to 03702-.M3GM }} | {{OBDtr| 0x060 | link |C87C64| 01 76 0E 00 | 3702 | link to 03702-.M3GM }} | ||
{{OBDtr2|0x064 | char[32] |B0C3D4| w1_tap | weapon name }} | {{OBDtr2|0x064 | char[32] |B0C3D4| w1_tap | weapon name }} | ||
{{OBDtr| 0x084 | float |E7CEA5| 00 00 80 3F | 1.000000 | weapon mouse sensitivity (applies | {{OBDtr| 0x084 | float |E7CEA5| 00 00 80 3F | 1.000000 | weapon mouse sensitivity (applies to AI, too) }} | ||
{{OBDtr| 0x088 | float |E7CEA5| A6 92 2B 3D | 0.041888 | recoil base (e.g. for w1_tap and w2_sap) }} | {{OBDtr| 0x088 | float |E7CEA5| A6 92 2B 3D | 0.041888 | recoil base (e.g. for w1_tap and w2_sap) }} | ||
{{OBDtr| 0x08C | float |E7CEA5| 92 0A 86 3E | 0.261799 | recoil max }} | {{OBDtr| 0x08C | float |E7CEA5| 92 0A 86 3E | 0.261799 | recoil max }} | ||
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{{OBDtr| 0x094 | float |E7CEA5| E2 A3 7B 3B | 0.003839 | recoil return speed }} | {{OBDtr| 0x094 | float |E7CEA5| E2 A3 7B 3B | 0.003839 | recoil return speed }} | ||
{{OBDtr| 0x098 | float |E7CEA5| 88 C3 E4 3A | 0.001745 | recoil firing return speed }} | {{OBDtr| 0x098 | float |E7CEA5| 88 C3 E4 3A | 0.001745 | recoil firing return speed }} | ||
{{OBDtr| 0x09C | float |E7CEA5| 00 00 00 00 | 0.000000 | secondHandVector X}} | {{OBDtr| 0x09C | float |E7CEA5| 00 00 00 00 | 0.000000 | secondHandVector X (disabled IK stuff) }} | ||
{{OBDtr| 0x0A0 | float |E7CEA5| 00 00 00 00 | 0.000000 | secondHandVector Y}} | {{OBDtr| 0x0A0 | float |E7CEA5| 00 00 00 00 | 0.000000 | secondHandVector Y}} | ||
{{OBDtr| 0x0A4 | float |E7CEA5| 00 00 00 00 | 0.000000 | secondHandVector Z }} | {{OBDtr| 0x0A4 | float |E7CEA5| 00 00 00 00 | 0.000000 | secondHandVector Z }} | ||
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{{OBDtr| 0x0B8 | float |E7CEA5| 00 00 00 00 | 0.000000 | secondHandPosition Y}} | {{OBDtr| 0x0B8 | float |E7CEA5| 00 00 00 00 | 0.000000 | secondHandPosition Y}} | ||
{{OBDtr| 0x0BC | float |E7CEA5| 00 00 00 00 | 0.000000 | secondHandPosition Z}} | {{OBDtr| 0x0BC | float |E7CEA5| 00 00 00 00 | 0.000000 | secondHandPosition Z}} | ||
{{OBDtr| 0x0C0 | int16 |FFDDDD| 00 00 | 0 | freeTime | {{OBDtr| 0x0C0 | int16 |FFDDDD| 00 00 | 0 | freeTime (unused); always zero }} | ||
{{OBDtr| 0x0C2 | int16 |FFDDDD| 95 00 | 149 | recoil animation type (149 | {{OBDtr| 0x0C2 | int16 |FFDDDD| 95 00 | 149 | recoil animation type (149 {{=}} autopistol_recoil) }} | ||
{{OBDtr| 0x0C4 | int16 |FFDDDD| A4 00 | 164 | reload animation type (164 | {{OBDtr| 0x0C4 | int16 |FFDDDD| A4 00 | 164 | reload animation type (164 {{=}} reload_pistol) }} | ||
{{OBDtr| 0x0C6 | int16 |FFDDDD| 19 00 | 25 | pause after reload in 1/60 seconds }} | {{OBDtr| 0x0C6 | int16 |FFDDDD| 19 00 | 25 | pause after reload in 1/60 seconds }} | ||
{{OBDtr| 0x0C8 | int16 |FFDDDD| 0A 00 | 10 | amount of shots }} | {{OBDtr| 0x0C8 | int16 |FFDDDD| 0A 00 | 10 | amount of shots }} | ||
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:0x00 '''01''' 00 00 - knockdown switcher; used for w4_psm, see below | :0x00 '''01''' 00 00 - knockdown switcher; used for w4_psm, see below | ||
:0x00 '''02''' 00 00 - | :0x00 '''02''' 00 00 - explosive; used for w5_sbg and w11_ba1 | ||
:0x00 '''04''' 00 00 - secondary fire enabled | :0x00 '''04''' 00 00 - secondary fire enabled | ||
:0x00 '''08''' 00 00 - barabbas weapon; see below | :0x00 '''08''' 00 00 - barabbas weapon; see below | ||
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'''stun switcher''' - if enemy is inside shooting distance (between min and max) and is '''knockdown'''ed/'''stun'''ed or '''blownup''' | '''stun switcher''' - if enemy is inside shooting distance (between min and max) and is '''knockdown'''ed/'''stun'''ed or '''blownup'''ped, AI with this weapon switches to melee for a time specified in a *fight timer* field | ||
'''knockdown switcher''' - if enemy is inside shooting distance (between min and max) and is '''knockdown'''ed or '''blownup''' | '''knockdown switcher''' - if enemy is inside shooting distance (between min and max) and is '''knockdown'''ed or '''blownup'''ped, AI with this weapon switches to melee for a time specified in a *fight timer* field | ||
'''barabbas weapon''' - reload disabled; also used for ai2_barabbas_retrievegun (it teleports a weapon to a character); nearest available gun becomes chosen if character had no weapon to | '''barabbas weapon''' - reload disabled; also used for ai2_barabbas_retrievegun (it teleports a weapon to a character); nearest available gun becomes chosen if character had no weapon to begin, then always this weapon is teleported back to character (when command used again) | ||
==0x0D8 to 0x1D7 - Firing modes== | ==0x0D8 to 0x1D7 - Firing modes== | ||
Every ONWC has 2 firing mode slots (128 = 0x80 bytes each.) | Every ONWC has 2 firing mode slots (128 = 0x80 bytes each.) | ||
The number of slots actually used by the weapon is specified at 0xCA. | The number of slots actually used by the weapon is specified at 0xCA. | ||
===0x0D8 to 0x157 - Primary firing mode=== | ===0x0D8 to 0x157 - Primary firing mode=== | ||
{{Table}} | {{Table}} | ||
{{OBDth}} | {{OBDth}} | ||
{{OBDtr| 0x0D8 | int32 |64AAAA| 00 00 00 00 | 0 | firing mode options; the following | {{OBDtr| 0x0D8 | int32 |64AAAA| 00 00 00 00 | 0 | firing mode options; only the following bit is used (value in hex): | ||
:0x'''01''' 00 00 00 - | :0x'''01''' 00 00 00 - No wild shots}} | ||
}} | |||
{{ | {{OBDtrMatrix4x3|0x0DC|EBEBEB|23 A6 7F 3F|05 6D 56 3D|F4 8D A9 37|05 6D 56 BD|23 A6 7F 3F|D0 1D 0E B5|F4 8D A9 B7|D0 1D 0E B5|00 00 80 3F|00 00 00 00|00 00 00 00|00 00 00 00|0.998629|0.052350|0.000020| -0.052350|0.998629| -0.000001| -0.000020| -0.000001|1.000000|0.000000|0.000000|0.000000| targeting inverse transform matrix - the inverse of the matrix that gives the targeting direction}} | ||
{{OBDtrVector3| 0x10C |EBEBEB| 23 A6 7F 3F | AE 6C 56 BD | AF 8D A9 B7 | 0.998629 | -0.052349 | -0.000020 | targeting direction; sets orientation of firingspread }} | |||
{{OBDtrVector3| 0x118 |EBEBEB| DC FE 08 3C | 5C 11 23 3E | 39 C6 2A 3F | 0.008362 | 0.159246 | 0.667087 | targeting origin; sets deviation of AI's aim from target's origin (target's origin + this vector {{=}} direction where to aim and fire) }} | |||
{{OBDtr| 0x124 | float |EBEBEB| 00 00 61 44 | 900.000000 | prediction speed; the speed of the projectile that AI prediction should take into account when calculating where to fire in order to hit a moving target }} | |||
{{OBDtr| 0x128 | float |EBEBEB| 00 00 20 41 | 10.000000 | max. inaccuracy angle; sets max angle between weapon's aiming vector and target's position; when AI exceeds this angle (by recoil or target running away), AI stops shooting and aims weapon again straight to the target, then resume shooting }} | |||
{{OBDtr| 0x12C | float |EBEBEB| 00 00 20 40 | 2.500000 | aim_radius; always the same; possibly related to the inaccuracy angle above }} | |||
{{OBDtr| 0x130 | float |EBEBEB| 00 00 96 43 | 300.000000 | weapon sound sphere radius; defines radius of the AI sound sphere (gunfire type, see [[AI#Vision and hearing|HERE]] about AI sound spheres) which is created for a short moment when this weapon is fired }} | |||
{{OBDtr| 0x134 | float |EBEBEB| 00 00 40 41 | 12.000000 | minimal shooting distance; if target is closer than this, the AI ceases fire and moves away from the target till at least this distance is achieved; this is a '''diameter, not a radius''', so effective distance from AI to target is half of this value }} | |||
{{OBDtr| 0x138 | float |EBEBEB| 00 00 61 44 | 900.000000 | maximum shooting distance; if target is further than this, the AI ceases fire and moves towards the target until it is below this distance }} | |||
{{OBDtr| 0x13C | int16 |8C8CCC| 05 00 | 5 | UNUSED; maximum startle misses; the maximum number of shots to which extra inaccuracy can be added when an AI begins firing at the player (always 5, but Oni does not use this field) }} | |||
{{OBDtr| 0x13E | int16 |8C8CCC| 01 00 | 1 | skill index (links weapon to the [[ONCC]] shooting skill table); here are the values used by Oni's ONWCs: | |||
{{ | :0x'''01''' 00 - w0_sec (not in game) | ||
:0x'''02''' 00 - w1_tap | |||
:0x'''04''' 00 - w2_sap | |||
{{ | :0x'''08''' 00 - w3_phr | ||
:0x'''10''' 00 - w4_psm | |||
:0x'''20''' 00 - w5_sbg | |||
{{OBDtr| 0x124 | float |EBEBEB| 00 00 61 44 | 900.000000 | prediction speed; | :0x'''40''' 00 - w6_vdg | ||
{{OBDtr| 0x128 | float |EBEBEB| 00 00 20 41 | 10.000000 | max. | :0x'''80''' 00 - w7_scc | ||
{{OBDtr| 0x12C | float |EBEBEB| 00 00 20 40 | 2.500000 | aim_radius; always the same; | :0x00 '''01''' - w8_mbo | ||
{{OBDtr| 0x130 | float |EBEBEB| 00 00 96 43 | 300.000000 | weapon sound sphere radius; | :0x00 '''02''' - w9_scr | ||
{{OBDtr| 0x134 | float |EBEBEB| 00 00 40 41 | 12.000000 | minimal shooting distance; | :0x00 '''04''' - w10_sni (not in game) | ||
{{OBDtr| 0x138 | float |EBEBEB| 00 00 61 44 | 900.000000 | | :0x00 '''08''' - w11_ba1 | ||
{{OBDtr| 0x13C | int16 |8C8CCC| 05 00 | 5 | maximum startle misses; | :0x00 '''10''' - w12_ba2}} | ||
{{OBDtr| 0x13E | int16 |8C8CCC| 01 00 | 1 | skill index ( | |||
{{OBDtr| 0x140 | int32 |8C8CCC| 00 00 00 00 | 0 | fight timer, 240 for w4_psm, 200 for v6_vdg }} | {{OBDtr| 0x140 | int32 |8C8CCC| 00 00 00 00 | 0 | fight timer, 240 for w4_psm, 200 for v6_vdg }} | ||
{{OBDtr| 0x144 | float |FF00C8| 00 00 00 00 | 0.000000 | ballistic projectile speed | {{OBDtr| 0x144 | float |FF00C8| 00 00 00 00 | 0.000000 | ballistic projectile speed for AI prediction purposes; if this field is unused, the projectile is assumed to be infinite speed; field is always zero except 150 for Superball Gun and 160 for Wave Motion Cannon's secondary trigger }} | ||
{{OBDtr| 0x148 | float |FF00C8| 00 00 00 00 | 0.000000 | ballistic projectile gravity | {{OBDtr| 0x148 | float |FF00C8| 00 00 00 00 | 0.000000 | ballistic projectile gravity for AI prediction purposes; always zero except 0.5 for SBG and 0.3 for WMC's secondary trigger }} | ||
{{OBDtr| 0x14C | float |FF00C8| 00 00 34 43 | 180.000000 | length of | {{OBDtr| 0x14C | float |FF00C8| 00 00 34 43 | 180.000000 | length of a firing spread; AI will perform gunfire dodging when it finds itself inside of a firing spread (see {{SectionLink|AI|Basic combat behaviors}}); can be visualized with *ai2_showfiringspreads{{=}}1* (180 for w1_tap, 150 for w2_sap, 120 for w4_psm) }} | ||
{{OBDtr| 0x150 | float |FF00C8| 00 00 40 40 | 3.000000 | | {{OBDtr| 0x150 | float |FF00C8| 00 00 40 40 | 3.000000 | width of the firing spread's base; can be seen by ai2_showfiringspreads{{=}}1 }} | ||
{{OBDtr| 0x154 | float |FF00C8| 50 77 D6 3D | 0.104719 | | {{OBDtr| 0x154 | float |FF00C8| 50 77 D6 3D | 0.104719 | firing spread's skew; can be seen by ai2_showfiringspreads{{=}}1 (0.1 for w1_tap, 0.21 for w2_sap) }} | ||
|} | |} | ||
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===0x158 to 0x1D7 - Secondary firing mode=== | ===0x158 to 0x1D7 - Secondary firing mode=== | ||
The only vanilla weapon for which these fields are not all zero is '''w11_ba1'''. They are the exact counterparts of the fields at 0xD8 - 0x157. | |||
The only | |||
They are the exact counterparts of the fields at 0xD8 - 0x157. | |||
==0x1D8 to 0x6D7 - Weapon particle array== | ==0x1D8 to 0x6D7 - Weapon particle array== | ||
Every ONWC has 16 particle slots (80 at 0x50 bytes each). The number of slots actually used by the weapon is specified at 0xCA. Offsets are relative to the beginning of a slot. | |||
Every ONWC has 16 particle slots (80 | |||
The number of slots actually used by the weapon is specified at 0xCA. | |||
Offsets are relative to the beginning of a slot. | |||
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{{OBDtr| 0x040 | int32 |00C8FF| 00 00 00 00 | 0 | runtime only (pointer to particle class) }} | {{OBDtr| 0x040 | int32 |00C8FF| 00 00 00 00 | 0 | runtime only (pointer to particle class) }} | ||
{{OBDtr| 0x044 | int16 |00C8FF| 01 00 | 1 | ammo decrement (different for the 2 firing modes of w11_ba1) }} | {{OBDtr| 0x044 | int16 |00C8FF| 01 00 | 1 | ammo decrement (different for the 2 firing modes of w11_ba1) }} | ||
{{OBDtr| 0x046 | int16 |00C8FF| 0C 00 | 12 | delay between shots in frames (12 frames | {{OBDtr| 0x046 | int16 |00C8FF| 0C 00 | 12 | delay between shots in frames (12 frames {{=}} 0.2 seconds) }} | ||
{{OBDtr| 0x048 | int16 |00C8FF| 04 00 | 4 | 'roughjustice' delay between shots in frames }} | {{OBDtr| 0x048 | int16 |00C8FF| 04 00 | 4 | 'roughjustice' delay between shots in frames }} | ||
{{OBDtr| 0x04A | int16 |00C8FF| 00 00 | 0 | number in frames for active firing mode (1st frame for activate); Used for w4_psm and w11_ba1 }} | {{OBDtr| 0x04A | int16 |00C8FF| 00 00 | 0 | number in frames for active firing mode (1st frame for activate); Used for w4_psm and w11_ba1 }} | ||
{{OBDtr| 0x04C | int16 |00C8FF| 00 00 | 0 | 0 | {{OBDtr| 0x04C | int16 |00C8FF| 00 00 | 0 | 0 {{=}} particle is triggered by fire1; 1 {{=}} particle is triggered by fire2; -1 {{=}} particle is triggered by both firing modes }} | ||
{{OBDtr| 0x04E | int16 |00C8FF| 00 00 | 0 | delay before firing }} | {{OBDtr| 0x04E | int16 |00C8FF| 00 00 | 0 | delay before firing }} | ||
|} | |} | ||
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;Transformation matrix | ;Transformation matrix | ||
:That's what defines orientation, stretching, etc. | :That's what defines orientation, stretching, etc. See [[OBD:CRSA|CRSA]] for details. | ||
==0x6D8 to 0x71F - End of file== | ==0x6D8 to 0x71F - End of file== | ||
[[Image:onwc_e.gif]] | |||
[[ | |||
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{{OBDtr| 0x710 | float |0096C8| 96 4C A9 3D | 0.082666 | y-offset of pickup handle }} | {{OBDtr| 0x710 | float |0096C8| 96 4C A9 3D | 0.082666 | y-offset of pickup handle }} | ||
{{OBDtr| 0x714 | float |0096C8| 06 E2 14 3E | 0.145393 | z-offset of pickup handle }} | {{OBDtr| 0x714 | float |0096C8| 06 E2 14 3E | 0.145393 | z-offset of pickup handle }} | ||
{{OBDtr| 0x718 | float |0096C8| 00 00 00 00 | 0.000000 | hovering height of | {{OBDtr| 0x718 | float |0096C8| 00 00 00 00 | 0.000000 | hovering height of dropped weapon }} | ||
{{OBDtr| 0x71C | char[4] |FF80C0| AD DE | dead | unused }} | {{OBDtr| 0x71C | char[4] |FF80C0| AD DE | dead | unused }} | ||
|} | |} | ||
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:They're applied to the lower face of the M3GM's bounding box. The factors above are the ratio between the x/z extent of that face and the half-length/width of the glow textures. So if both factors are 0.5, the glow textures fit the bounding box exactly. | :They're applied to the lower face of the M3GM's bounding box. The factors above are the ratio between the x/z extent of that face and the half-length/width of the glow textures. So if both factors are 0.5, the glow textures fit the bounding box exactly. | ||
;Pickup handle | ;Pickup handle | ||
:The tolerance is hardcoded. The offsets are not relative to the weapon's axes, but to the world axes (!). | :The tolerance is hardcoded. The offsets are not relative to the weapon's axes, but to the world axes (!). This is a rather nasty "feature" because the offsets should be relative to the weapon's orientation. The way it is now, the pickup volume of a weapon is not necessarily next to the handle. That's why the WMC is so hard to pick up that some players conclude it's not possible; being the largest weapon, it has the largest potential discrepancy between its visual handle location and its pickup volume. | ||
{{OBD_File_Footer | type=ONWC | prev=ONVL | next=OPge | name=Oni Weapon Class | family= | {{OBD_File_Footer | type=ONWC | prev=ONVL | next=OPge | name=Oni Weapon Class | family=Character}} | ||
{{OBD}} | {{OBD}} |
Latest revision as of 17:58, 19 May 2024
|
ONWC files in level[1-19]_Final are 0-byte files. The actual data is in the ONWC files of level 0; below is an example.
Unless specified otherwise, the coordinates are relative to the weapon's mesh (x = forwards, y = left, z = up).
0x000 to 0x0D7 - Weapon main part
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x000 | res_id | 01 75 0E 00 | 3701 | 03701-w1_tap.ONWC |
0x004 | lev_id | 01 00 00 00 | 0 | level 0 |
0x008 to 0x053 - Laser sight parameters
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x008 | float | F5 A4 49 40 | 3.150693 | x-offset of laser sight origin |
0x00C | float | F4 2C A5 3B | 0.005041 | y-offset of laser sight origin |
0x010 | float | 21 4E D2 3E | 0.410752 | z-offset of laser sight origin |
0x014 | float | 23 A6 7F 3F | 0.998629 | x-component of laser sight direction |
0x018 | float | AA 6C 56 BD | -0.052349 | y-component of laser sight direction |
0x01C | float | 69 66 AA B7 | -0.000020 | z-component of laser sight direction |
0x020 | float | 00 40 9C 45 | 5000.000000 | maximal length of laser sight vector |
0x024 | color | 00 00 FF FF | 0, 0, 255; 255 | laser sight color (blue, green, red); laser sight transparency |
0x028 | link | 01 94 05 00 | 1428 | crosshair texture (link to 01428-target_1A.TXMP) |
0x02C | color | FF FF FF 00 | 255, 255, 255; 0 | crosshair background color (blue, green, red); crosshair background transparency |
0x030 | float | CD CC 4C 3F | 0.800000 | crosshair scale factor |
0x034 | link | 01 95 05 00 | 1428 | locked crosshair texture (link to 01429-target_1B.TXMP) |
0x038 | color | FF FF FF 00 | 255, 255, 255; 0 | locked crosshair background color (blue, green, red); locked crosshair background transparency |
0x03C | float | CD CC 4C 3F | 0.800000 | locked crosshair scale factor |
0x040 | link | 00 00 00 00 | unused | tunnel texture (link to a TXMP) file |
0x044 | color | FF FF FF 00 | 255, 255, 255; 0 | tunnel background color (blue, green, red); tunnel background transparency |
0x048 | float | 00 00 80 3F | 1.000000 | tunnel scale factor |
0x04C | int32 | 0F 00 00 00 | 15 | number of tunnel textures |
0x050 | float | 00 00 20 41 | 10.000000 | spacing of tunnel textures |
- Crosshair
- Default crosshair appears where the laser sight hits environment, corpses, etc.
- Locked crosshair appears when the laser sight hits characters (including the shooter)
- "Tunnel" is used by w8_mbo as a complement to the crosshair
- w2_sap, w5_sbg, w7_scc and w9_scr use it with no crosshair
0x054 to 0x05F - Ammo meter
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x054 | link | 01 7E 0E 00 | 3710 | link to 03710-tap_icon.TXMP |
0x058 | link | 01 7F 0E 00 | 3711 | link to 03711-tap_empty.TXMP |
0x05C | link | 01 80 0E 00 | 3712 | link to 03712-tap_fill.TXMP |
0x060 to 0x0D7 - Weapon parameters
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x060 | link | 01 76 0E 00 | 3702 | link to 03702-.M3GM |
0x064 | char[32] | w1_tap | weapon name | |
0x084 | float | 00 00 80 3F | 1.000000 | weapon mouse sensitivity (applies to AI, too) |
0x088 | float | A6 92 2B 3D | 0.041888 | recoil base (e.g. for w1_tap and w2_sap) |
0x08C | float | 92 0A 86 3E | 0.261799 | recoil max |
0x090 | float | 00 00 A0 40 | 5.000000 | recoil factor |
0x094 | float | E2 A3 7B 3B | 0.003839 | recoil return speed |
0x098 | float | 88 C3 E4 3A | 0.001745 | recoil firing return speed |
0x09C | float | 00 00 00 00 | 0.000000 | secondHandVector X (disabled IK stuff) |
0x0A0 | float | 00 00 00 00 | 0.000000 | secondHandVector Y |
0x0A4 | float | 00 00 00 00 | 0.000000 | secondHandVector Z |
0x0A8 | float | 00 00 00 00 | 0.000000 | secondHandUpVector X |
0x0AC | float | 00 00 00 00 | 0.000000 | secondHandUpVector Y |
0x0B0 | float | 00 00 00 00 | 0.000000 | secondHandUpVector Z |
0x0B4 | float | 00 00 00 00 | 0.000000 | secondHandPosition X |
0x0B8 | float | 00 00 00 00 | 0.000000 | secondHandPosition Y |
0x0BC | float | 00 00 00 00 | 0.000000 | secondHandPosition Z |
0x0C0 | int16 | 00 00 | 0 | freeTime (unused); always zero |
0x0C2 | int16 | 95 00 | 149 | recoil animation type (149 = autopistol_recoil) |
0x0C4 | int16 | A4 00 | 164 | reload animation type (164 = reload_pistol) |
0x0C6 | int16 | 19 00 | 25 | pause after reload in 1/60 seconds |
0x0C8 | int16 | 0A 00 | 10 | amount of shots |
0x0CA | int16 | 06 00 | 6 | amount of particles |
0x0CC | int16 | 01 00 | 1 | amount of firing modes |
0x0CE | int16 | 0A 00 | 10 | pause before reload in 1/60 seconds |
0x0D0 | int16 | 04 00 | 4 | release delay; delay between the moment the trigger is released and the moment the weapon stops firing |
0x0D2 | int16 | 00 00 | 0 | padding; always zero |
0x0D4 | int32 | 30 | 0x30 C0 02 00 | weapon options; the following bits are possible (values in hex):
|
stun switcher - if enemy is inside shooting distance (between min and max) and is knockdowned/stuned or blownupped, AI with this weapon switches to melee for a time specified in a *fight timer* field
knockdown switcher - if enemy is inside shooting distance (between min and max) and is knockdowned or blownupped, AI with this weapon switches to melee for a time specified in a *fight timer* field
barabbas weapon - reload disabled; also used for ai2_barabbas_retrievegun (it teleports a weapon to a character); nearest available gun becomes chosen if character had no weapon to begin, then always this weapon is teleported back to character (when command used again)
0x0D8 to 0x1D7 - Firing modes
Every ONWC has 2 firing mode slots (128 = 0x80 bytes each.)
The number of slots actually used by the weapon is specified at 0xCA.
0x0D8 to 0x157 - Primary firing mode
Offset | Type | Raw Hex | Value | Description | ||||||||||||||||||||||||
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0x0D8 | int32 | 00 00 00 00 | 0 | firing mode options; only the following bit is used (value in hex):
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0x0DC | matrix4x3 |
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targeting inverse transform matrix - the inverse of the matrix that gives the targeting direction
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0x10C | vector3 |
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targeting direction; sets orientation of firingspread | ||||||||||||||||||||||||
0x118 | vector3 |
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targeting origin; sets deviation of AI's aim from target's origin (target's origin + this vector = direction where to aim and fire) | ||||||||||||||||||||||||
0x124 | float | 00 00 61 44 | 900.000000 | prediction speed; the speed of the projectile that AI prediction should take into account when calculating where to fire in order to hit a moving target | ||||||||||||||||||||||||
0x128 | float | 00 00 20 41 | 10.000000 | max. inaccuracy angle; sets max angle between weapon's aiming vector and target's position; when AI exceeds this angle (by recoil or target running away), AI stops shooting and aims weapon again straight to the target, then resume shooting | ||||||||||||||||||||||||
0x12C | float | 00 00 20 40 | 2.500000 | aim_radius; always the same; possibly related to the inaccuracy angle above | ||||||||||||||||||||||||
0x130 | float | 00 00 96 43 | 300.000000 | weapon sound sphere radius; defines radius of the AI sound sphere (gunfire type, see HERE about AI sound spheres) which is created for a short moment when this weapon is fired | ||||||||||||||||||||||||
0x134 | float | 00 00 40 41 | 12.000000 | minimal shooting distance; if target is closer than this, the AI ceases fire and moves away from the target till at least this distance is achieved; this is a diameter, not a radius, so effective distance from AI to target is half of this value | ||||||||||||||||||||||||
0x138 | float | 00 00 61 44 | 900.000000 | maximum shooting distance; if target is further than this, the AI ceases fire and moves towards the target until it is below this distance | ||||||||||||||||||||||||
0x13C | int16 | 05 00 | 5 | UNUSED; maximum startle misses; the maximum number of shots to which extra inaccuracy can be added when an AI begins firing at the player (always 5, but Oni does not use this field) | ||||||||||||||||||||||||
0x13E | int16 | 01 00 | 1 | skill index (links weapon to the ONCC shooting skill table); here are the values used by Oni's ONWCs:
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0x140 | int32 | 00 00 00 00 | 0 | fight timer, 240 for w4_psm, 200 for v6_vdg | ||||||||||||||||||||||||
0x144 | float | 00 00 00 00 | 0.000000 | ballistic projectile speed for AI prediction purposes; if this field is unused, the projectile is assumed to be infinite speed; field is always zero except 150 for Superball Gun and 160 for Wave Motion Cannon's secondary trigger | ||||||||||||||||||||||||
0x148 | float | 00 00 00 00 | 0.000000 | ballistic projectile gravity for AI prediction purposes; always zero except 0.5 for SBG and 0.3 for WMC's secondary trigger | ||||||||||||||||||||||||
0x14C | float | 00 00 34 43 | 180.000000 | length of a firing spread; AI will perform gunfire dodging when it finds itself inside of a firing spread (see AI § Basic combat behaviors); can be visualized with *ai2_showfiringspreads=1* (180 for w1_tap, 150 for w2_sap, 120 for w4_psm) | ||||||||||||||||||||||||
0x150 | float | 00 00 40 40 | 3.000000 | width of the firing spread's base; can be seen by ai2_showfiringspreads=1 | ||||||||||||||||||||||||
0x154 | float | 50 77 D6 3D | 0.104719 | firing spread's skew; can be seen by ai2_showfiringspreads=1 (0.1 for w1_tap, 0.21 for w2_sap) |
- Transform matrix
- Probably defines the orientation, scaling and position of the firing spread. It doesn't appear to be used.
0x158 to 0x1D7 - Secondary firing mode
The only vanilla weapon for which these fields are not all zero is w11_ba1. They are the exact counterparts of the fields at 0xD8 - 0x157.
0x1D8 to 0x6D7 - Weapon particle array
Every ONWC has 16 particle slots (80 at 0x50 bytes each). The number of slots actually used by the weapon is specified at 0xCA. Offsets are relative to the beginning of a slot.
Offset | Type | Raw Hex | Value | Description |
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First of 16 elements (black outline). | ||||
0x000 | float | AE 6C 56 3D | 0.052349 | transformation matrix, xx term |
0x004 | float | 23 A6 7F 3F | 0.998629 | transformation matrix, xy term |
0x008 | float | C2 53 90 B3 | -0.000000... | transformation matrix, xz term |
0x00C | float | 23 A6 7F 3F | 0.998629 | transformation matrix, yx term |
0x010 | float | AE 6C 56 BD | -0.052349 | transformation matrix, yy term |
0x014 | float | AF 8D A9 B7 | -0.000020 | transformation matrix, yz term |
0x018 | float | BA 59 A9 B7 | -0.000020 | transformation matrix, zx term |
0x01C | float | 5B 02 85 35 | 0.000001 | transformation matrix, zy term |
0x020 | float | 00 00 80 BF | -1.000000 | transformation matrix, zz term |
0x024 | float | 6F 63 57 40 | 3.365444 | x-offset of particle to weapon |
0x028 | float | B3 1D 89 BC | -0.016738 | y-offset of particle to weapon |
0x02C | float | C5 C1 2A 3F | 0.667019 | z-offset of particle to weapon |
0x030 | char[16] | w1_tap_e01 | particle name (reference to 06226-3RAPw1_tap_e01.BINA) | |
0x040 | int32 | 00 00 00 00 | 0 | runtime only (pointer to particle class) |
0x044 | int16 | 01 00 | 1 | ammo decrement (different for the 2 firing modes of w11_ba1) |
0x046 | int16 | 0C 00 | 12 | delay between shots in frames (12 frames = 0.2 seconds) |
0x048 | int16 | 04 00 | 4 | 'roughjustice' delay between shots in frames |
0x04A | int16 | 00 00 | 0 | number in frames for active firing mode (1st frame for activate); Used for w4_psm and w11_ba1 |
0x04C | int16 | 00 00 | 0 | 0 = particle is triggered by fire1; 1 = particle is triggered by fire2; -1 = particle is triggered by both firing modes |
0x04E | int16 | 00 00 | 0 | delay before firing |
- Transformation matrix
- That's what defines orientation, stretching, etc. See CRSA for details.
0x6D8 to 0x71F - End of file
Offset | Type | Raw Hex | Value | Description |
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0x6D8 | char[32] | weapon _empty | empty weapon sound (reference to 08993-weapon_empty.imp.OSBD) | |
0x6F8 | int32 | 00 00 00 00 | 0 | runtime only (pointer to empty weapon sound) |
0x6FC | link | 01 81 0E 00 | 3713 | link to 03713-w1_glow.TXMP |
0x700 | link | 01 82 0E 00 | 3714 | link to 03714-w1_glow_ammo.TXMP |
0x704 | float | 00 00 80 3F | 1.000000 | x-scale factor of glow textures |
0x708 | float | 00 00 80 3F | 1.000000 | z-scale factor of glow textures |
0x70C | float | 76 65 EB 3F | 1.839034 | x-offset of pickup handle |
0x710 | float | 96 4C A9 3D | 0.082666 | y-offset of pickup handle |
0x714 | float | 06 E2 14 3E | 0.145393 | z-offset of pickup handle |
0x718 | float | 00 00 00 00 | 0.000000 | hovering height of dropped weapon |
0x71C | char[4] | AD DE | dead | unused |
- Glow textures
- They're applied to the lower face of the M3GM's bounding box. The factors above are the ratio between the x/z extent of that face and the half-length/width of the glow textures. So if both factors are 0.5, the glow textures fit the bounding box exactly.
- Pickup handle
- The tolerance is hardcoded. The offsets are not relative to the weapon's axes, but to the world axes (!). This is a rather nasty "feature" because the offsets should be relative to the weapon's orientation. The way it is now, the pickup volume of a weapon is not necessarily next to the handle. That's why the WMC is so hard to pick up that some players conclude it's not possible; being the largest weapon, it has the largest potential discrepancy between its visual handle location and its pickup volume.
ONI BINARY DATA |
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ONVL << Other file types >> OPge |
ONWC : Oni Weapon Class |
Character file |