OBD:ONWC: Difference between revisions
(D'oh.) |
|||
Line 158: | Line 158: | ||
{{OBDtr| 0x134 | float |EBEBEB| 00 00 40 41 | 12.000000 | minimal shooting distance; when AI is closer then min.shot.dist., it will stop shooting and attempt to go away from the target until it again reaches higher distance then min.shot.dist. is; you can see its effect when AI is operating SBG and you get too close }} | {{OBDtr| 0x134 | float |EBEBEB| 00 00 40 41 | 12.000000 | minimal shooting distance; when AI is closer then min.shot.dist., it will stop shooting and attempt to go away from the target until it again reaches higher distance then min.shot.dist. is; you can see its effect when AI is operating SBG and you get too close }} | ||
{{OBDtr| 0x138 | float |EBEBEB| 00 00 61 44 | 900.000000 | maximal shooting distance; when AI is further then max.shot.dist., it isn't shooting but running towards target until it reaches max.shot.dist. limit; then AI opens fire; you can see its effect when AI is far away and has w2_sap }} | {{OBDtr| 0x138 | float |EBEBEB| 00 00 61 44 | 900.000000 | maximal shooting distance; when AI is further then max.shot.dist., it isn't shooting but running towards target until it reaches max.shot.dist. limit; then AI opens fire; you can see its effect when AI is far away and has w2_sap }} | ||
{{OBDtr| 0x13C | int16 |8C8CCC| 05 00 | 5 | unknown; | {{OBDtr| 0x13C | int16 |8C8CCC| 05 00 | 5 | unknown; always the same }} | ||
{{OBDtr| 0x13E | int16 |8C8CCC| 01 00 | 1 | skill index (in the [[ONCC]] shooting skill table) }} | {{OBDtr| 0x13E | int16 |8C8CCC| 01 00 | 1 | skill index (in the [[ONCC]] shooting skill table) }} | ||
{{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 }} |
Revision as of 15:24, 1 April 2009
|
All ONWC files are 0 byte files. That means that Oni takes the information out of the ONWC files of level 0. Below is an example of an ONWC file of level 0. The first pic shows the beginning of this file. The second pic the end of it.
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 on 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 | unknown |
0x09C | float | 00 00 00 00 | 0.000000 | unknown |
0x0A0 | float | 00 00 00 00 | 0.000000 | unknown |
0x0A4 | float | 00 00 00 00 | 0.000000 | unknown |
0x0A8 | float | 00 00 00 00 | 0.000000 | unknown |
0x0AC | float | 00 00 00 00 | 0.000000 | unknown |
0x0B0 | float | 00 00 00 00 | 0.000000 | unknown |
0x0B4 | float | 00 00 00 00 | 0.000000 | unknown |
0x0B8 | float | 00 00 00 00 | 0.000000 | unknown |
0x0BC | float | 00 00 00 00 | 0.000000 | unknown |
0x0C0 | int16 | 00 00 | 0 | unknown; 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 | unknown; 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 blownuped, 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 blownuped, AI with this weapon switches to melee for a time specified in a *fight timer* field
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 |
---|---|---|---|---|
0x0D8 | int32 | 00 00 00 00 | 0 | unknown (1 for w9_scr and w5_sbg) |
0x0DC | float | 23 A6 7F 3F | 0.998629 | transform matrix XX |
0x0E0 | float | 05 6D 56 3D | 0.052350 | transform matrix XY |
0x0E4 | float | F4 8D A9 37 | 0.000020 | transform matrix XZ |
0x0E8 | float | 05 6D 56 BD | -0.052350 | transform matrix YX |
0x0EC | float | 23 A6 7F 3F | 0.998629 | transform matrix YY |
0x0F0 | float | D0 1D 0E B5 | -0.000001 | transform matrix YZ |
0x0F4 | float | F4 8D A9 B7 | -0.000020 | transform matrix ZX |
0x0F8 | float | D0 1D 0E B5 | -0.000001 | transform matrix ZY |
0x0FC | float | 00 00 80 3F | 1.000000 | transform matrix ZZ |
0x100 | float | 00 00 00 00 | 0.000000 | translation X; always zero for original weapons |
0x104 | float | 00 00 00 00 | 0.000000 | translation Y; always zero for original weapons |
0x108 | float | 00 00 00 00 | 0.000000 | translation Z; always zero for original weapons |
0x10C | float | 23 A6 7F 3F | 0.998629 | firing spread direction X component |
0x110 | float | AE 6C 56 BD | -0.052349 | firing spread direction Y component |
0x114 | float | AF 8D A9 B7 | -0.000020 | firing spread direction Z component |
0x118 | float | DC FE 08 3C | 0.008362 | targeting vector origin X component? |
0x11C | float | 5C 11 23 3E | 0.159246 | targeting vector origin Y component? |
0x120 | float | 39 C6 2A 3F | 0.667087 | targeting vector origin Z component? |
0x124 | float | 00 00 61 44 | 900.000000 | unknown; it is some angle; if this angle is for example 90°, then AI, which is shooting this weapon, will try to copy target's movements eg. when target strafes left, armed AI stops shooting and runs left too; if you set it 270°, armed AI is performing opposite actions eg. when you run left, armed AI runs right; while running, AI stops shooting |
0x128 | float | 00 00 20 41 | 10.000000 | max. inaccurancy 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 | unknown; always the same; possible related to the inaccuracy angle above |
0x130 | float | 00 00 96 43 | 300.000000 | weapon sound sphere radius; when somebody shoots, weapon creates this range; AIs which are inside this range notice there was a shot + they know WHO is the shooter and WHERE he stands (threat strong), can be seen with *ai2_showsounds=1* (but you have to be in a large open area, since those ranges are quite big) |
0x134 | float | 00 00 40 41 | 12.000000 | minimal shooting distance; when AI is closer then min.shot.dist., it will stop shooting and attempt to go away from the target until it again reaches higher distance then min.shot.dist. is; you can see its effect when AI is operating SBG and you get too close |
0x138 | float | 00 00 61 44 | 900.000000 | maximal shooting distance; when AI is further then max.shot.dist., it isn't shooting but running towards target until it reaches max.shot.dist. limit; then AI opens fire; you can see its effect when AI is far away and has w2_sap |
0x13C | int16 | 05 00 | 5 | unknown; always the same |
0x13E | int16 | 01 00 | 1 | skill index (in the ONCC shooting skill table) |
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 (150 for SBG, 160 for WMC) |
0x148 | float | 00 00 00 00 | 0.000000 | ballistic projectile gravity, can be negative for firing at the enemy's feet (0.5 for SBG, 0.3 for WMC) |
0x14C | float | 00 00 34 43 | 180.000000 | length of firingspread which aims from weapon; when AI collides with this firingspread, it tries to dodge/hide of it; can be seen by *ai2_showfiringspreads=1* (180 for w1_tap, 150 for w2_sap, 120 for w4_psm) |
0x150 | float | 00 00 40 40 | 3.000000 | length of the firingspread's base side; can be seen by ai2_showfiringspreads=1 |
0x154 | float | 50 77 D6 3D | 0.104719 | angle between firingspread's base and its altitude(length); 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 original 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 = 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 |
---|---|---|---|---|
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 fired with fire1; 1 = particle is fired with fire2; -1 = particle is triggered by other particles |
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 |
---|---|---|---|---|
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 unheld 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" (actually, the offsets should be relative to the weapon's orientation)
- The way it's now, the pickup volume of a WMC is not necessarily next to the handle. That's why it's hard to pick up.
ONI BINARY DATA |
---|
ONVL << Other file types >> OPge |
ONWC : Oni Weapon Class |
Level file |