| Raw hex
|
Value
|
Meaning
|
| 54 42 4D 43
|
TBMC
|
combat
|
| 70 01 00 00
|
368
|
old file ID
|
| 00 00 00 00
|
0
|
unknown
|
| 13 55 5F C3
|
-223.332321
|
x-position of ???
|
| D4 A8 8E 41
|
17.832436
|
y-position (height) of ???
|
| C3 05 E9 C2
|
-116.511253
|
z-position of ???
|
| 00 00 00 00
|
0.000000
|
rotation on the x-axis in degrees
|
| 00 00 00 00
|
0.000000
|
rotation on the y-axis in degrees
|
| 00 00 00 00
|
0.000000
|
rotation on the z-axis in degrees
|
| Stand_and_Fire
|
space for notes
|
| 00 00 00 00
|
0
|
combat ID (looked up from CJBOCharacter.BINA)
|
| Below follows the behavior part.
|
| 02 00 00 00
|
2
|
long range behavior; the following behavior values are possible (values in dec):
| 0 -
|
none
|
| 1 -
|
stare
|
| 2 -
|
hold and fire
|
| 3 -
|
firing charge
|
| 4 -
|
melee
|
| 5 -
|
Barabbas shoot
|
| 6 -
|
Barabbas advance
|
| 7 -
|
Barabbas melee
|
| 8 -
|
Superninja fireball
|
| 9 -
|
Superninja advance
|
| 10 -
|
Superninja melee
|
| 11 -
|
run for alarm (not used in Oni)
|
| 12 -
|
Mutant Muro melee
|
| 13 -
|
Muro thunderbolt
|
|
| 02 00 00 00
|
2
|
medium range behavior; values as above
|
| 02 00 00 00
|
2
|
hand to hand behavior (short range behavior); values as above
|
| 02 00 00 00
|
2
|
medium retreat behavior; values as above
|
| 02 00 00 00
|
2
|
long retreat behavior; values as above
|
| Below follows the combat part.
|
| 00 00 F0 42
|
120.000000
|
maximal combat range; you can make it visible with the script command ai2_showcombatranges = 1
|
| 01 00 00 00
|
1
|
melee overide; when 1 or higher, AI automatically switches from gunfire to melee on short distance; the following values are possible (values in dec): 0 - no 1 - if punched 2 - (canceled) 3 - short range 4 - medium range 5 - always melee
|
| 00 00 00 00
|
0
|
if no gun; ( when 1, AI tries to run if they don't hold weapon) (when 2, unknown) (when 3 and higher, they stand and seems to have no pathfinding logic); the following values are possible (values in dec): 0 - melee 1 - retreat 2 - run to alarm
|
| 00 00 20 42
|
40.000000
|
minimal combat range; you can make it visible with the script command ai2_showcombatranges = 1
|
| 00 00 48 43
|
200.000000
|
pursuit distance
|
| Below follows the non-combatant part.
|
| 58 02 00 00
|
600
|
panic hurt (time in 1/60 seconds)
|
| 84 03 00 00
|
900
|
panic gunfire (time in 1/60 seconds)
|
| 58 02 00 00
|
600
|
panic melee (time in 1/60 seconds)
|
| B0 04 00 00
|
1200
|
panic sight (time in 1/60 seconds)
|
| Below follows the alarm part.
|
| 00 00 96 43
|
300.000000
|
unknown
|
| 00 00 A0 42
|
80.000000
|
unknown; always the same
|
| 00 00 00 00
|
0
|
unknown; always zero
|
| 1E 00 00 00
|
30
|
unknown; always the same
|
| 68 01 00 00
|
360
|
unknown; always the same
|