Search results

Jump to navigation Jump to search

Page title matches

Page text matches

  • ==Engine information== [[Category:Engine docs]][[Category: Oni Support]]
    2 KB (287 words) - 20:04, 7 December 2023
  • [[Category:Engine docs]]
    758 bytes (136 words) - 00:55, 4 May 2022
  • ...ne of the five special items is the "LSI tracker and harness", but from an engine standpoint they are all termed LSIs. [[Category:Things]][[Category:Engine docs]]
    2 KB (290 words) - 18:29, 19 May 2024
  • ...wn reason, value from this field is divided by 2.'''" Could it be that the engine considers this setting to be a diameter and not a radius? The AI would be [[Category:Engine docs]]
    2 KB (333 words) - 14:15, 13 May 2022
  • *generally, the engine can only do ''point-quad'' and ''spheretree-quad'' collision detection. *cannot be seen in original Oni, yet engine supports it to some extent ([[OBOA]] objects even have dynamic grids. Can b
    3 KB (501 words) - 22:00, 4 January 2017
  • ...a BSL function "t48_dead(string ai_name)". This function is called by the engine when the AI character "A_t48" dies. ...ependent strings which by chance contain the same text (e.g. "A_t48"), the engine still keeps separate instances of these strings (no string reuse to save me
    3 KB (529 words) - 14:46, 3 April 2021
  • ...ually needed amount (one of them or both) stored there or hardcoded in the engine [[Category:Engine docs]]
    2 KB (343 words) - 00:48, 4 May 2022
  • ...character can be healed only up to '''80% of its basic health''', then the engine ends regeneration. If the AI2 is forced to end regeneration earlier (e.g. b ...''' to '''68''', variant 00|00|00|02 (fight variant). Along with that, the engine calls something similar to the ''elderrune'' cheat for this AI2 character.
    4 KB (613 words) - 22:01, 4 January 2017
  • :::BSL docs :::Engine docs
    5 KB (664 words) - 20:47, 4 February 2024
  • [[Category:Engine docs]][[Category:Oni Support]]
    1 KB (232 words) - 02:01, 4 May 2022
  • ...ns will also use .sep files because that is the level file format that the engine expects. When separate files are present, raw files are much smaller becaus [[Category:Engine docs]]
    4 KB (747 words) - 03:45, 20 December 2021
  • "'''Jello-cam'''" is a feature of Oni's engine which makes walls semi-opaque when they block the player's view of Konoko. [[Category:Engine docs]]
    4 KB (666 words) - 14:06, 12 May 2024
  • |All of the engine's built-in functions and variables. [[Category:BSL docs]]
    4 KB (700 words) - 04:03, 19 May 2024
  • [[Category:Engine docs]]
    4 KB (544 words) - 01:38, 5 April 2021
  • [[Category:Engine docs]]
    3 KB (586 words) - 02:30, 15 October 2024
  • ...[[OBD:BINA/PAR3/Actions|PAR3 actions]] "DamageChar" and "DamageBlast". (In engine, these terms are written "damage type", "Damage Char" and "Blast Damage", s When hit by a PAR3 with MinorKnockdown, the engine decides what to do based on the value stored in the Knockback sum variable
    8 KB (1,193 words) - 18:51, 29 February 2024
  • :'''# !!!''': reset by engine at level load :'''!?''': set by engine at game/level load, depends on [[persist.dat]]
    6 KB (885 words) - 15:33, 7 November 2022
  • [[Category:Engine docs]]
    6 KB (1,039 words) - 01:01, 4 May 2022
  • ...ment, distributed randomly in the frustum. Along the path of each ray, the engine first determines the relevant leaf node of the oct tree (either by navigati [[Category:Engine docs]]
    11 KB (1,891 words) - 14:16, 18 September 2022
  • [[Category:Engine docs]][[Category:Oni Support]]
    8 KB (1,256 words) - 23:19, 30 March 2023
View (previous 20 | ) (20 | 50 | 100 | 250 | 500)