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{{OBDth}} | {{OBDth}} | ||
{{OBDtrBK}} | {{OBDtrBK}} | ||
{{OBDtr| 0x00 | float |FFC8C8| 8A 39 2C BF | -0.672752 | | {{OBDtr| 0x00 | float |FFC8C8| 8A 39 2C BF | -0.672752 | X axis adjustment; when throw is sucessful, used to move "teleport" victim left/right in order to set some distance between participants so throw looks good. If victim cannot move, throw is performed "as is". | ||
{{OBDtr| 0x04 | float |FFFFC8| 10 39 B4 3F | 0.793839 | | X+ is left, X- is right }} | ||
{{OBDtr| 0x08 | float |C8FFC8| 44 2D 1C 41 | 9.761051 | | {{OBDtr| 0x04 | float |FFFFC8| 10 39 B4 3F | 0.793839 | Y axis adjustment; when throw is sucessful, victim is moved "teleported" up/down by this in order to set some distance between participants so throw looks good. | ||
{{OBDtr| 0x0C | float |C8FFFF| DB 0F 49 40 | 3.141592 | | Curious is that if you "lift" enemy (you set it high Y+) enemy is lifted '''as if je jumped''', bounding box is lifted! Usually when executing TRAMs, Y+ just stretches bounding box of character, that is why you cannot throw them over fences. But this one lifts character completely. Weird, isn't it? | ||
Y+ is up, Y- is down }} | |||
{{OBDtr| 0x08 | float |C8FFC8| 44 2D 1C 41 | 9.761051 | Z axis adjustment; same as X axis, only it is forward/backward | |||
Z+ is forward, Z- is backward }} | |||
{{OBDtr| 0x0C | float |C8FFFF| DB 0F 49 40 | 3.141592 | angle adjustment; when throw is sucessful, victim is turned around his axis for this angle in order to make throw look good. (3.141 <nowiki>=</nowiki> pi) | |||
P.S.: If you mess it, you can get that victim is performing correct thrown animation, but he turns around and is facing wrong way. Looks goofy :) }} | |||
{{OBDtr| 0x10 | float |FFC8FF| 00 00 40 41 | 12.000000 | throw distance, beware, if TRAM belong to TRAC which is inheriting some moves from parent TRAC, throw distance MUST be same or longer than throw distance of the same throw in parent TRAC. Otherwise, you will see Loser's bug No.2 ^_^. }} | {{OBDtr| 0x10 | float |FFC8FF| 00 00 40 41 | 12.000000 | throw distance, beware, if TRAM belong to TRAC which is inheriting some moves from parent TRAC, throw distance MUST be same or longer than throw distance of the same throw in parent TRAC. Otherwise, you will see Loser's bug No.2 ^_^. }} | ||
{{OBDtr| 0x14 | int16 |FFC800| 60 00 | 96 | type / aming type; that's the ID (Anim type, se Molten's PDF) for the animation of the target, if you mess this, Oni will play wrong animation or crash. }} | {{OBDtr| 0x14 | int16 |FFC800| 60 00 | 96 | type / aming type; that's the ID (Anim type, se Molten's PDF) for the animation of the target, if you mess this, Oni will play wrong animation or crash. }} | ||
|} | |} | ||
Loser's bug No.2: Wrong throw animation is ocasionally performed. That is caused by fact that parent throw is IN distance for throw but our TRAC's throw is not. So engine iniciates throw and plays parent's TRAC throw animation and our TRAC thrown animation. Mess ^_^ | Loser's bug No.2: Wrong throw animation is ocasionally performed. That is caused by fact that parent throw is IN distance for throw but our TRAC's throw is not. So engine iniciates throw and plays parent's TRAC throw animation and our TRAC thrown animation. Mess ^_^ | ||
{{OBDtr| 0x28 | offset |FFFFC8| E0 B8 80 00 | 00 80 B8 E0 | at this position starts the footstep | {{OBDtr| 0x28 | offset |FFFFC8| E0 B8 80 00 | 00 80 B8 E0 | at this position starts the footstep part in the raw file. Nothing to add. }} | ||
{{OBDtr| 0x2C | offset |FFFFC8| 00 B9 80 00 | 00 80 B9 00 | at this position starts the particle part in the raw file:}} | {{OBDtr| 0x2C | offset |FFFFC8| 00 B9 80 00 | 00 80 B9 00 | at this position starts the particle part in the raw file:}} | ||
[[image:tram_r09.gif]] | [[image:tram_r09.gif]] | ||
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:0x00'''40'''0000 - '''dontInterpolateVelocity''', unknown, but maybe it has something to do with X,Y,Z velocities and fact that for example directional jumps take info about direction vector from X-Z velocity part of TRAM (Y vector is in ONCC) | :0x00'''40'''0000 - '''dontInterpolateVelocity''', unknown, but maybe it has something to do with X,Y,Z velocities and fact that for example directional jumps take info about direction vector from X-Z velocity part of TRAM (Y vector is in ONCC) | ||
:0x00'''80'''0000 - '''throwSource''', unknown, throws use it | :0x00'''80'''0000 - '''throwSource''', unknown, throws use it | ||
:0x0000'''01'''00 - '''throwTarget''', if set, then animation can hurt anybody, | :0x0000'''01'''00 - '''throwTarget''', if set, then animation can hurt anybody, with its attack part, including teammates. User of TRAM can even hurt himself with "damage part" (user cannot hurt himself with own attack parts). It also allows '''two''' (try more, get crash ^_^) attack parts to be executed instead of only one (maybe bug?). | ||
::-If you set first attack part to be able to deal damage from 1st to 100th frame of TRAM, and second attack part to deal damage ''within that limit'' (e.g. from 25th to 41st frame, it can be again from 1 to 100), than first attack part an hurt from 1st to 100th (as usual), but even if it hits, that second one attack part (25th to 41st) can hurt enemy as well during "its lifetime". So '''two''' attack parts are allowed to execute. Note that second attack part MUST be executed while first attack part has active "window", otherwise it won't work. | |||
:0x0000'''02'''00 - '''realWorld''', something with Y-velocities part | :0x0000'''02'''00 - '''realWorld''', something with Y-velocities part | ||
:0x0000'''04'''00 - '''doAim''', forces aim animation (PIS/RIF) if user has weapon | :0x0000'''04'''00 - '''doAim''', forces aim animation (PIS/RIF) if user has weapon | ||
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}} | }} | ||
{{OBDtr| 0x056 | int16 |C87C64| 06 00 | 6 | attack sound ("Rising fury!"); the number belongs to the sound slot in the [[OBD:ONCC|ONCC]] file}} | {{OBDtr| 0x056 | int16 |C87C64| 06 00 | 6 | attack sound ("Rising fury!"); the number belongs to the sound slot in the [[OBD:ONCC|ONCC]] file}} | ||
{{OBDtr| 0x058 | float |B0C3D4| 8D 87 CF 41 | 25.941187 | max horizontal extent of the attack }} | {{OBDtr| 0x058 | float |B0C3D4| 8D 87 CF 41 | 25.941187 | max horizontal extent of the attack | ||
-extents are for AI2s. Thanks to these AI2 knows reach of technique (general and then in represented ranges around body) and can attack with it or guard it ''correctly''. You can adjust it a bit if you feel it really needs to, but I don't recommend it as you cannot directly see what changed and if it is for good or for bad. }} | |||
{{OBDtr| 0x05C | float |B0C3D4| DE E9 1A 40 | 2.420524 | min Y of the attack }} | {{OBDtr| 0x05C | float |B0C3D4| DE E9 1A 40 | 2.420524 | min Y of the attack }} | ||
{{OBDtr| 0x060 | float |B0C3D4| 95 34 D3 41 | 26.400675 | max Y of the attack }} | {{OBDtr| 0x060 | float |B0C3D4| 95 34 D3 41 | 26.400675 | max Y of the attack }} | ||
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{{OBDtr| 0x134 | int32 |00C864| 00 00 00 00 | 0 | unknown; always zero }} | {{OBDtr| 0x134 | int32 |00C864| 00 00 00 00 | 0 | unknown; always zero }} | ||
{{OBDtr| 0x138 | int32 |00C8FF| 18 00 00 00 | 24 | amount of elements of the extent part; only used if the attack part exists }} | {{OBDtr| 0x138 | int32 |00C8FF| 18 00 00 00 | 24 | amount of elements of the extent part; only used if the attack part exists }} | ||
{{OBDtr| 0x13C | offset |C80040| E0 BB 80 00 | 00 80 BB E0 | at this position starts the [[OBD:TRAM/raw0x13C|extent part]] in the raw file; only used if the attack part exists }} | {{OBDtr| 0x13C | offset |C80040| E0 BB 80 00 | 00 80 BB E0 | at this position starts the [[OBD:TRAM/raw0x13C|extent part]] in the raw file; only used if the attack part exists. | ||
:-Extent part stores the finest description of attack's path. Thus when you do an attack, AI2 can for example read that it starts going up, goes left a bit, then goes right and down again. How it is stored is still mystery for me. | |||
}} | |||
{{OBDtr2|0x140 | char[16] |FFCD96| konflash1 | impact particle name (reference to 01018-.[[OBD:ONIA|ONIA]], which is called up in the [[OBD:ONCC|ONCC]] file) }} | {{OBDtr2|0x140 | char[16] |FFCD96| konflash1 | impact particle name (reference to 01018-.[[OBD:ONIA|ONIA]], which is called up in the [[OBD:ONCC|ONCC]] file) }} | ||
{{OBDtr| 0x150 | int16 |C8C864| 00 00 | 0 | hard pause in 1/60 seconds }} | {{OBDtr| 0x150 | int16 |C8C864| 00 00 | 0 | hard pause in 1/60 seconds }} |
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