OBD:BINA/OBJC/CHAR: Difference between revisions
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(weapon name: char[32] -> char[64]) |
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{{OBDtr| 0x020 | float |FFC8FF| 00 00 00 00 | 0.000000 | rotation on the z-axis in degrees }} | {{OBDtr| 0x020 | float |FFC8FF| 00 00 00 00 | 0.000000 | rotation on the z-axis in degrees }} | ||
{{OBDtr| 0x024 | bitset32 |FFC800| 01 00 00 00 | 1, 0, 0, 0 | character options; the folowing bits are used: | {{OBDtr| 0x024 | bitset32 |FFC800| 01 00 00 00 | 1, 0, 0, 0 | character options; the folowing bits are used: | ||
:0x '''01''' 00 00 00 - player character | :0x '''01''' 00 00 00 - player character | ||
:0x '''02''' 00 00 00 - random skin | :0x '''02''' 00 00 00 - random skin | ||
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:0x 00 '''08''' 00 00 - upgrade difficulty (spawns a stronger enemy if you play on medium or hard) | :0x 00 '''08''' 00 00 - upgrade difficulty (spawns a stronger enemy if you play on medium or hard) | ||
:0x 00 '''10''' 00 00 - omniscient (whatever that means) | :0x 00 '''10''' 00 00 - omniscient (whatever that means) | ||
}} | }} | ||
{{OBDtr2|0x028 | char[64] |B0C3D4| konoko_generic | character class name (reference to [[OBD:ONCC|00991-konoko_generic.ONCC]]) }} | {{OBDtr2|0x028 | char[64] |B0C3D4| konoko_generic | character class name (reference to [[OBD:ONCC|00991-konoko_generic.ONCC]]) }} | ||
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{{OBDtr| 0x1C8 | int32 |C8C864| 00 00 00 00 | 0 | additional health (the basic health is stored in the [[OBD:ONCC|ONCC]] file of the character) }} | {{OBDtr| 0x1C8 | int32 |C8C864| 00 00 00 00 | 0 | additional health (the basic health is stored in the [[OBD:ONCC|ONCC]] file of the character) }} | ||
{{OBDtr| 0x1CC | int32 |0096C8| 00 00 00 00 | 0 | job ID; the following jobs are possible: | {{OBDtr| 0x1CC | int32 |0096C8| 00 00 00 00 | 0 | job ID; the following jobs are possible: | ||
:0 - none | :0 - none | ||
:1 - idle | :1 - idle | ||
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:3 - patrol | :3 - patrol | ||
:4 - teambattle (never used in Oni) | :4 - teambattle (never used in Oni) | ||
}} | }} | ||
{{OBDtr| 0x1D0 | int16 |FF80C0| 00 00 | 0 | patrol path ID (reference to the [[OBD:BINA/OBJC/PATR|Patrol_Path.BINA]] file) }} | {{OBDtr| 0x1D0 | int16 |FF80C0| 00 00 | 0 | patrol path ID (reference to the [[OBD:BINA/OBJC/PATR|Patrol_Path.BINA]] file) }} | ||
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{{OBDtr| 0x1E8 | int16 |FFFFA6| 00 00 | 0 | amount of phase cloaking that can be used (60 <nowiki>=</nowiki> 1 second) }} | {{OBDtr| 0x1E8 | int16 |FFFFA6| 00 00 | 0 | amount of phase cloaking that can be used (60 <nowiki>=</nowiki> 1 second) }} | ||
{{OBDtr| 0x1EA | int16 |FFFFA6| 00 00 | 0 | amount of phase cloaking that can be dropped }} | {{OBDtr| 0x1EA | int16 |FFFFA6| 00 00 | 0 | amount of phase cloaking that can be dropped }} | ||
{{OBDtr| 0x1EC | int16 |71FFB8| 00 00 | 0 | unknown; always zero; used "nci"? }} | |||
{{OBDtr| 0x1EE | int16 |71FFB8| 00 00 | 0 | unknown; always zero; dropped "nci"? }} | |||
{{OBDtr| 0x1F0 | int32 |0000BF| 00 00 00 00 | 0 | team ID; the following teams are possible: | |||
:0 - Konoko | :0 - Konoko | ||
:1 - TCTF | :1 - TCTF | ||
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:6 - Switzerland | :6 - Switzerland | ||
:7 - SyndicateAccessory | :7 - SyndicateAccessory | ||
}} | }} | ||
{{OBDtr| 0x1F4 | int32 |804040| 64 00 00 00 | 100 | ammo filling in percent }} | {{OBDtr| 0x1F4 | int32 |804040| 64 00 00 00 | 100 | ammo filling in percent }} | ||
{{OBDtr| 0x1F8 | int32 |FF22FF| 00 00 00 00 | 0 | initial alert level; the following alert levels are possible: | {{OBDtr| 0x1F8 | int32 |FF22FF| 00 00 00 00 | 0 | initial alert level; the following alert levels are possible: | ||
:0 - lull | :0 - lull | ||
:1 - low | :1 - low | ||
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:3 - high | :3 - high | ||
:4 - combat | :4 - combat | ||
}} | }} | ||
{{OBDtr| 0x1FC | int32 |808080| 00 00 00 00 | 0 | minimal alert level }} | {{OBDtr| 0x1FC | int32 |808080| 00 00 00 00 | 0 | minimal alert level }} |
Revision as of 08:19, 20 June 2008
|
File description
Basic setup - Apperance, weapon, position, misc spawn flags
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x00 | char[4] | 43 4A 42 4F | OBJC | object collection |
0x04 | int32 | 2C 8B 00 00 | 35628 | size of the complete collection from this postion in bytes |
0x08 | int32 | 27 00 00 00 | 39 | object collection version |
0x0C | int32 | 20 02 00 00 | 544 | size of the following element in bytes |
First element (black outline) | ||||
0x000 | char[4] | 52 41 48 43 | CHAR | character |
0x004 | int32 | 87 19 00 00 | 6535 | old file ID |
0x008 | int32 | 00 00 00 00 | 0 | unknwon |
0x00C | float | A5 7D 9D 43 | 314.981597 | x-position of the character |
0x010 | float | 00 00 D8 C1 | -27.000000 | y-position (height) of the character |
0x014 | float | 98 09 1E 42 | 39.509368 | z-position of the character |
0x018 | float | 00 00 00 00 | 0.000000 | rotation on the x-axis in degrees |
0x01C | float | 00 00 87 43 | 270.000000 | rotation on the y-axis in degrees |
0x020 | float | 00 00 00 00 | 0.000000 | rotation on the z-axis in degrees |
0x024 | bitset32 | 01 00 00 00 | 1, 0, 0, 0 | character options; the folowing bits are used:
|
0x028 | char[64] | konoko_generic | character class name (reference to 00991-konoko_generic.ONCC) | |
0x068 | char[32] | konoko | character name | |
0x088 | char[64] | w1_tap | weapon class name (reference to 03701-w1_tap.ONWC of level 0) |
Script functions - Called by engine when certain things happen to a character
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x0C8 | char[32] | unused | script function called when character is spawned | |
0x0E8 | char[32] | you_lose | script function called when character dies (health reaches 0); can work multiple times | |
0x108 | char[32] | unused | script function called when character notices an enemy; works only once | |
0x128 | char[32] | unused | alarm function; never used in Oni, it is called when character is alarmed | |
0x148 | char[32] | unused | script function called when character is hurt for the first time; works only once | |
0x168 | char[32] | unused | script function called when character is "defeated" (health reaches 1); works only once | |
0x188 | char[32] | unused | script function called when character runs out of ammo (reloads a weapon with the last clip/cell); works only once, and the character must have the ammo at spawn-time | |
0x1A8 | char[32] | unused | nopath function, some exotic script function call ("should" be called when a character has trouble pathfinding, but isn't) |
Less basic setup - Inventory, team, jobs, alert/pursuit
Offset | Type | Raw Hex | Value | Description |
---|---|---|---|---|
0x1C8 | int32 | 00 00 00 00 | 0 | additional health (the basic health is stored in the ONCC file of the character) |
0x1CC | int32 | 00 00 00 00 | 0 | job ID; the following jobs are possible:
|
0x1D0 | int16 | 00 00 | 0 | patrol path ID (reference to the Patrol_Path.BINA file) |
0x1D2 | int16 | 00 00 | 0 | combat ID (reference to the Combat.BINA file) |
0x1D4 | int16 | 00 00 | 0 | melee ID (reference to the Melee Profile.BINA file) |
0x1D6 | int16 | 00 00 | 0 | neutral ID (reference to the Neutral.BINA file) |
0x1D8 | int16 | 01 00 | 1 | amount of ammo (red clips) that can be used |
0x1DA | int16 | 00 00 | 0 | amount of ammo (red clips) that can be dropped |
0x1DC | int16 | 00 00 | 0 | amount of energy cells (green clips) that can be used |
0x1DE | int16 | 00 00 | 0 | amount of energy cells (green clips) that can be dropped |
0x1E0 | int16 | 00 00 | 0 | amount of hypos that can be used |
0x1E2 | int16 | 00 00 | 0 | amount of hypos that can be dropped |
0x1E4 | int16 | 00 00 | 0 | amount of force shields that can be used |
0x1E6 | int16 | 00 00 | 0 | amount of force shields that can be dropped |
0x1E8 | int16 | 00 00 | 0 | amount of phase cloaking that can be used (60 = 1 second) |
0x1EA | int16 | 00 00 | 0 | amount of phase cloaking that can be dropped |
0x1EC | int16 | 00 00 | 0 | unknown; always zero; used "nci"? |
0x1EE | int16 | 00 00 | 0 | unknown; always zero; dropped "nci"? |
0x1F0 | int32 | 00 00 00 00 | 0 | team ID; the following teams are possible:
|
0x1F4 | int32 | 64 00 00 00 | 100 | ammo filling in percent |
0x1F8 | int32 | 00 00 00 00 | 0 | initial alert level; the following alert levels are possible:
|
0x1FC | int32 | 00 00 00 00 | 0 | minimal alert level |
0x200 | int32 | 01 00 00 00 | 1 | alert level when starting a job |
0x204 | int32 | 02 00 00 00 | 2 | alert level when investigating |
0x208 | bitset32 | 00 00 00 00 | 0, 0, 0, 0 | alarm groups, see below this table |
0x20C | int32 | 04 00 00 00 | 4 | unknown (pm_pursue_strong?) |
0x210 | int32 | 01 00 00 00 | 1 | unknown (pm_pursue_weak?) |
0x214 | int32 | 04 00 00 00 | 4 | unknown (pm_pursue_strong_seen?) |
0x218 | int32 | 04 00 00 00 | 4 | unknown (pm_pursue_weak_seen?) |
0x21C | int32 | 00 00 00 00 | 0 | unknown (pm_pursue_lost?) |
- Alarm groups
- Stored as a bitset
- If bit 2^N is ON, the character will be alarmed by script command ai2_tripalarm(N) or alarm console command 0060 NN00 where NN is the hex for N.
- (Since the size of the alarm group field is 4 bytes, there's a maximum of 32 alarm groups, i.e. N ranges from 0 to 31)
Dialog from level0_Tools
Also available is the following dialog, which is redundant of CMBT and apparently predates both CHAR and AISA:
ONI BINARY DATA |
---|
AKVA << Other file types >> CBPI |
BINA : Binary data |
TMBD << Other BINA >> ONIE |
OBJC : Objects |
WEAP << Other OBJC >> CMBT |
CHAR : Character |
[[OBD:File types/{{{family}}}|{{{family}}} file]] |