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- {{OBD OBJC Header | align=center | type=PART | prev=NEUT | next=PATR | name=Particle | stuff=b_pa}} {{OBDtr| 0x00 | char[4] |FF0000| 43 4A 42 4F | OBJC | objects }}2 KB (248 words) - 21:19, 9 December 2023
- {{XML_OBJC_Header | prev=NEUT | type=PART | next=PATR | name=Particle}} The following commands utilize the defined [[XML:BINA/PAR3#Event_types|particle events]].4 KB (546 words) - 01:14, 3 April 2021
Page text matches
- #REDIRECT [[OBD:BINA/OBJC/PART]]32 bytes (5 words) - 22:47, 1 May 2008
- {{OBD_File_Header | type=BINA | prev=AKVA | next=CBPI | name=Binary Data | family=General | align=center} ...tered as a tag, but is really a wrapper for other tags. One of those tags, OBJC, is a wrapper for still more tags (see below).6 KB (914 words) - 01:57, 8 December 2023
- |[[OBD:BINA/PAR3|BINA/PAR3]] |[[OBD:BINA/OBJC|BINA/OBJC]]2 KB (305 words) - 16:24, 9 December 2023
- {{OBD BINA Header|prev=TMBD|type=OBJC|next=ONIE|name=Objects|onistuff=bina}} ...herwise (Windows). OBJC is registered as a tag (and is also a sub-tag of [[BINA]]), but it serves as a wrapper for other tags. OBJCs are lists composed of4 KB (575 words) - 23:45, 8 December 2023
- ...f the sub-hierarchy of an [[OBD:ONLV|Oni Game Level]] and various BINA and OBJC collections. ===BINA collections===9 KB (1,513 words) - 19:31, 9 December 2023
- {{OBD OBJC Header | align=center | type=PART | prev=NEUT | next=PATR | name=Particle | stuff=b_pa}} {{OBDtr| 0x00 | char[4] |FF0000| 43 4A 42 4F | OBJC | objects }}2 KB (248 words) - 21:19, 9 December 2023
- ...7 regular types, 2 wrapper types (BINA and OBJC), 4 BINA subtypes, 16 BINA/OBJC subtypes, 16 defunct types, and 10 unused types. There is a less technical For convenience, the BINA and BINA/OBJC tags are listed in the "All tags" table, but redirect to their own separate11 KB (1,616 words) - 19:33, 9 December 2023
- ...s to level file resources, but lookups to hardcoded tables (which are also part of OBD, sort of...) checked past BINA...6 KB (907 words) - 20:07, 7 March 2021
- ...| particle type name (reference to 06079-3RAPlocklight.[[OBD:BINA/PAR3|BINA]] of level 0); global lookup name }} ...ter tool to store particles attached to [[OBD:OBOA|objects]] or [[OBD:BINA/OBJC/FURN|furniture]].2 KB (285 words) - 07:23, 29 September 2022
- {{XML_OBJC_Header | prev=PART | type=PATR | next=PWRU | name=Patrol Path}} | Used in [[XML:BINA/OBJC/CHAR|BINA/OBJC/CHAR]]5 KB (500 words) - 01:21, 3 April 2021
- {{OBD BINA Header|align=center|prev=OBJC|type=ONIE|next=PAR3|name=Oni Impact Effects|onistuff=b_ie}} ...0 00 | 47032 | 47032 bytes is the length of the following impact effects part from this position }}5 KB (688 words) - 23:45, 8 December 2023
- {{OBD OBJC Header | type=MELE | prev=FURN | next=NEUT | name=Melee profile | align=cen {{OBDtr| 0x00 | char[4] |FF0000| 43 4A 42 4F | OBJC | objects }}14 KB (2,187 words) - 21:36, 11 March 2024
- ...due to this BSL function, but due to the <Follow> data in their [[XML:BINA/OBJC/NEUT|NEUT]] setup. To make an AI follow you as a test of pathfinding, you c ...rgument "setfacing", then the AI will also assume the facing angle that is part of the flag data when they reach the flag. If you want the player character3 KB (520 words) - 17:12, 26 March 2021
- {{OBD OBJC Header | align=center | type=CONS | prev=CMBT | next=DOOR | name=Console | {{OBDtr| 0x000 | char[4] |FF0000| 43 4A 42 4F | OBJC | objects }}4 KB (475 words) - 21:17, 9 December 2023
- {{OBD OBJC Header | align=center | type=CMBT | prev=CHAR | next=CONS | name=Combat Pro {{OBDtr| 0x00 | 4CC |FF0000| 43 4A 42 4F | OBJC | objects }}9 KB (1,455 words) - 21:17, 9 December 2023
- ...verview of each of the 65 significant data types (45 basic, 16 OBJC, and 4 BINA) and 43 sub-types that they rely on. ...AKBP]], <br>[[#AKEV|AKEV]], [[#AKEV|AKOT]], <br>[[#AKEV|AKVA]], '''[[#BINA|BINA]]'''24 KB (3,891 words) - 16:26, 11 February 2024
- {{XML_OBJC_Header | prev=MELE | type=NEUT | next=PART | name=Neutral}} | Used by [[XML:BINA/OBJC/CHAR|BINA/OBJC/CHAR]] and [[XML:BINA/OBJC/MELE|BINA/OBJC/MELE]].10 KB (1,411 words) - 12:23, 5 April 2021
- * The turret's base is part of the level geometry. (For some reason the <BaseGeometry> of [[XML:TURR|TU |Used by [[XML:BINA/OBJC/TRIG|laser trigger]] and BSL commands.3 KB (414 words) - 15:24, 3 April 2021
- ...ty, etc. Loose particles are normally added to the level's [[XML:BINA/OBJC/PART|particle collection]]. ...hts_with_particle_ingame.png|thumb|200px|right|Streetlights are originally part of the level geometry. For import tests they have been transformed into a M6 KB (721 words) - 01:19, 20 November 2023
- 38 7C is the size of the part in the raw/separate file in bytes (31800) For more information on CHAR, look at this page: [[OBD:BINA/OBJC/CHAR]]5 KB (618 words) - 22:19, 7 May 2022