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- {{XML_OBJC_Header | prev=TURR | type=WEAP | next=CHAR | name=Weapon}} * There are two ways to spawn weapons:2 KB (327 words) - 12:26, 5 April 2021
- # give enemy a weapon, more health, etc. # spawn additional enemies866 bytes (129 words) - 20:15, 7 December 2023
- <Spawn></Spawn> | ID of the character, which you can spawn with the scripting command "chr_create"6 KB (838 words) - 16:54, 27 March 2021
- ...int16 |FFFFC8| 00 00 | 0 | ID of the character, which you can spawn with the script command [[chr_create]] }} {{OBDtr | 0x154 | int16 |00C8FF| 00 00 | 0 | weapon ammo (in %?) }}6 KB (884 words) - 22:03, 8 September 2020
- ***[[OBD:ONWC|ONWC]] Weapon Class **[[OBD:ONSA|ONSA]] Spawn Array (unused)9 KB (1,513 words) - 19:31, 9 December 2023
- Image:xsi_addon_weapon_manager.jpg|weapon manager * while in point (vertex) mode, creating a flag/powerup/TV/weapon will move it to the selected point5 KB (812 words) - 21:55, 2 July 2022
- <Weapon>w1_tap</Weapon> <Spawn></Spawn>11 KB (1,398 words) - 17:07, 2 November 2023
- ...</tt> and <tt>ai2_spawn Top_Comguy_1</tt>. These commands tell the game to spawn two characters already named in the game data, Top_Striker_1 and Top_Comguy Since these characters do not spawn in the final room they must be teleported there. This time we'll use the <t16 KB (2,620 words) - 20:40, 18 May 2024
- - You should spawn in the lower garage area connected to the TCTF Headquarters. should spawn out of the nearby doorway. Engage them both, ensuring to disarm7 KB (1,216 words) - 00:37, 17 May 2011
- The character's appearance, weapon, position, and misc. spawn flags. {{OBDtr2|0x088 | char[64] |FFDDDD| w1_tap | weapon class name (reference to [[OBD:ONWC|ONWCw1_tap]] of level 0) }}8 KB (1,125 words) - 21:13, 9 December 2023
- ...ive to someone via BSL function <code>chr_givepowerup</code>. Some enemies spawn with one. The wearer takes no damage from weapons until the force shield ha Red color which only appears when body parts are struck with a weapon (can be hard to see). Applied with BSL function <code>chr_boss_shield</code3 KB (582 words) - 18:47, 29 February 2024
- |Oni Weapon Class |Weapon Page11 KB (1,616 words) - 19:33, 9 December 2023
- |This is where a class of character (Konoko, Striker, etc.) is assigned its weapon skill, behavior ID, vision radius, jumping height, sounds, 3D model ([[#TRB ...]]), animated objects ([[#OBAN|OBOA]]), skybox ([[#ONSK|ONSK]]) and AIs to spawn (well, the ones in [[#AISA|AISA]]; the ones in [[#BINA/OBJC/CHAR|CHAR]] nee24 KB (3,891 words) - 16:26, 11 February 2024
- We try to implement as many popular multiplayer features as possible: random spawn positions, random weapons and powerups, frag-related messages, sounds and v *single-weapon gameplay : limited number of weapons of one given type.8 KB (1,200 words) - 22:57, 31 March 2020
- [[Image:UnrealOni_cheatcodes_munitionfrenzy.png|right|thumb|Weapon cheat "munitionfrenzy"]] Creating an array of weapon classes requires to go into the side menu of the variable where you can cho15 KB (2,391 words) - 20:39, 23 June 2020
- <Weapon>w8_mbo</Weapon> <Weapon>w8_mbo</Weapon>32 KB (3,170 words) - 12:20, 5 April 2021
- ::: '''''Weapon "root" impacts''''' (Weapon, Shrapnel, Weapon_Bounce, Damaging, Blast, Projectile, Projectile, Bullet) ::: '''''Weapon particle impacts''''' (kinda sorted: ballistic, energy, extra)29 KB (3,992 words) - 18:06, 9 October 2023
- The following are weapon-related; level 0 only (links by name?) *(named) [[AISA]] (ONCC, ONWC children) (AI spawn)19 KB (2,609 words) - 22:41, 5 December 2023
- ...otations and translations are treated relatively (as changes to the door's spawn rotation/position) ...scenarios we need to build a new transform matrix, e.g. when making a new weapon particle emitter. The first 9 values belong to a 3x3 rotation matrix. The l11 KB (1,543 words) - 15:47, 6 January 2024
- |"prints information about each AI spawn"||OK ...displays lots of info on-screen, not in console, about quad you are aiming weapon at, but no file names)||bgcolor=#ccccff|OK-M26 KB (4,055 words) - 20:16, 15 April 2023