8,018
edits
Paradox-01 (talk | contribs) (+ temp + cat) |
Paradox-01 (talk | contribs) (table style) |
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:if FH1 < FH < FH2, the character takes damage (FH - FH1) / (FH2 - FH1) * BH | :if FH1 < FH < FH2, the character takes damage (FH - FH1) / (FH2 - FH1) * BH | ||
{| | |||
{| class="wikitable" width="100%" | |||
!width=150px| XML tag | |||
!width=120px| content type | |||
! description | |||
|- | |||
|<FallGravity> | |||
| float | |||
| downwards velocity? (always 0.55) | | downwards velocity? (always 0.55) | ||
|- | |- | ||
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==<ShadowConstants>== | ==<ShadowConstants>== | ||
{| | {| class="wikitable" width="100%" | ||
!width=150px| XML tag | |||
!width=120px| content type | |||
! description | |||
|- | |||
| <Texture> | |||
| link | |||
| TXMPfile<font color="#777777">.oni (file suffix not used)</font> | | TXMPfile<font color="#777777">.oni (file suffix not used)</font> | ||
|- | |- | ||
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==<JumpConstants>== | ==<JumpConstants>== | ||
{| | {| class="wikitable" width="100%" | ||
!width=150px| XML tag | |||
!width=120px| content type | |||
! description | |||
|- | |||
| <JumpDistance> | |||
| float | |||
| always the same (25) | | always the same (25) | ||
|- | |- | ||
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==<CoverConstants>== | ==<CoverConstants>== | ||
{| | {| class="wikitable" width="100%" | ||
!width=150px| XML tag | |||
!width=120px| content type | |||
! description | |||
|always the same (40) | |- | ||
| <RayIncrement> | |||
| float | |||
| always the same (40) | |||
|- | |- | ||
| <RayMax> | | <RayMax> | ||
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==<AutoFreezeConstants>== | ==<AutoFreezeConstants>== | ||
{| | {| class="wikitable" width="100%" | ||
!width=150px| XML tag | |||
!width=120px| content type | |||
! description | |||
|- | |||
| <DistanceXZ> | |||
| float | |||
| always the same (5) | | always the same (5) | ||
|- | |- | ||
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==<InventoryConstants>== | ==<InventoryConstants>== | ||
{| | {| class="wikitable" width="100%" | ||
!width=150px| XML tag | |||
| | !width=120px| content type | ||
| | ! description | ||
|- | |||
|valign=top| <HypoRegenerationRate> | |||
|valign=top| int16 | |||
| (inverse) hypo regeneration rate in frames per health point; overhealth regeneration rate is not affected by this | | (inverse) hypo regeneration rate in frames per health point; overhealth regeneration rate is not affected by this | ||
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==<LODConstants>== | ==<LODConstants>== | ||
Distances from camera to render certain [[XML:TRBS|LODs]] (level of detail). | Distances from camera to render certain [[XML:TRBS|LODs]] (level of detail). | ||
{| | {| class="wikitable" width="100%" | ||
!width=150px| XML tag | |||
!width=120px| content type | |||
! description | |||
|- | |||
| <Float> | |||
| float | |||
| always the same (193600); this is 440 squared | | always the same (193600); this is 440 squared | ||
|- | |- | ||
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==<HurtSoundConstants>== | ==<HurtSoundConstants>== | ||
{| | {| class="wikitable" width="100%" | ||
!width=150px| XML tag | |||
!width=120px| content type | |||
! description | |||
|- | |||
| <BasePercentage> | |||
| int16 | |||
| hurt_base_percentage; always the same (35) | | hurt_base_percentage; always the same (35) | ||
|- | |- | ||
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==<AIConstants>== | ==<AIConstants>== | ||
{| | {| class="wikitable" width="100%" | ||
!width=150px| XML tag | |||
| | !width=120px| content type | ||
| | ! description | ||
|- | |||
|valign=top| <Flags> | |||
|valign=top| flag | |||
| | | | ||
: NoStartleAnim | : NoStartleAnim | ||
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| number of frames after which AI realizes that it is in the firing spread and it starts dodging | | number of frames after which AI realizes that it is in the firing spread and it starts dodging | ||
|- | |- | ||
| <DodgeTimeScale> | |valign=top| <DodgeTimeScale> | ||
| float | |valign=top| float | ||
| minimal firingspread dodge amount; IMO similar to maneouvre variable, it tells AI how long it should perform dodging/hiding in response to some time spent inside firing spread (so setting this very high means that once enemy starts dodging/hiding, he will perform it even after firing spread disappears) | | minimal firingspread dodge amount; IMO similar to maneouvre variable, it tells AI how long it should perform dodging/hiding in response to some time spent inside firing spread (so setting this very high means that once enemy starts dodging/hiding, he will perform it even after firing spread disappears) | ||
|- | |- | ||
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| see [[XML:SNDD#step_1:_preparing_the_TRAM|HERE]] | | see [[XML:SNDD#step_1:_preparing_the_TRAM|HERE]] | ||
|- | |- | ||
| <HostileThreatDefiniteTimer> | |valign=top| <HostileThreatDefiniteTimer> | ||
| int32 | |valign=top| int32 | ||
| how long will AI know exactly where its enemy is even if it can't see him with central vision-field; AI attacks him; can be checked by *ai2_report_verbose* command (this command causes random crashes, beware) | | how long will AI know exactly where its enemy is even if it can't see him with central vision-field; AI attacks him; can be checked by *ai2_report_verbose* command (this command causes random crashes, beware) | ||
|- | |- | ||
| <HostileThreatStrongTimer> | |valign=top| <HostileThreatStrongTimer> | ||
| int32 | |valign=top| int32 | ||
| how long will AI remain in strong feeling that there is the enemy, but will not attack him but investigate; can be checked by *ai2_report_verbose* command | | how long will AI remain in strong feeling that there is the enemy, but will not attack him but investigate; can be checked by *ai2_report_verbose* command | ||
|- | |- | ||
| <HostileThreatWeakTimer> | |valign=top| <HostileThreatWeakTimer> | ||
| int32 | |valign=top| int32 | ||
| how long will AI remain in weak feeling of an enemy, just looking around aimlessly (Glance pursue mode); can be checked by *ai2_report_verbose* command | | how long will AI remain in weak feeling of an enemy, just looking around aimlessly (Glance pursue mode); can be checked by *ai2_report_verbose* command | ||
|- | |- | ||
| <FriendlyThreatDefiniteTimer> | |valign=top| <FriendlyThreatDefiniteTimer> | ||
| int32 | |valign=top| int32 | ||
| how long will AI know exactly where its ally (Syndicate saw Syndicate for example) is even if it can't see him with central vision-field; AI simply knows there is someone else nearby; maybe has further possibilities; can be checked by *ai2_report_verbose* command (this command causes random crashes, beware) | | how long will AI know exactly where its ally (Syndicate saw Syndicate for example) is even if it can't see him with central vision-field; AI simply knows there is someone else nearby; maybe has further possibilities; can be checked by *ai2_report_verbose* command (this command causes random crashes, beware) | ||
|- | |- | ||
| <FriendlyThreatStrongTimer> | |valign=top| <FriendlyThreatStrongTimer> | ||
| int32 | |valign=top| int32 | ||
| how long will AI remain in strong feeling that there is someone else, but will not try to find him or look at him; can be checked by *ai2_report_verbose* command | | how long will AI remain in strong feeling that there is someone else, but will not try to find him or look at him; can be checked by *ai2_report_verbose* command | ||
|- | |- | ||
| <FriendlyThreatWeakTimer> | |valign=top| <FriendlyThreatWeakTimer> | ||
| int32 | |valign=top| int32 | ||
| how long will AI remain in weak feeling of ally, doing its usual job; can be checked by *ai2_report_verbose* command | | how long will AI remain in weak feeling of ally, doing its usual job; can be checked by *ai2_report_verbose* command | ||
|- | |- | ||
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===<Targeting>=== | ===<Targeting>=== | ||
{| | {| class="wikitable" width="100%" | ||
!width=150px| XML tag | |||
!width=120px| content type | |||
! description | |||
|- | |||
| <StartleMissAngle> | |||
| float | |||
| always the same for TURR and ONCC (0.5) | | always the same for TURR and ONCC (0.5) | ||
|- | |- | ||
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===<WeaponSkills>=== | ===<WeaponSkills>=== | ||
{|width=100%| | {|class="wikitable width=100%| | ||
|valign=top| | |valign=top| | ||
{ | {| class="wikitable" style="text-align:center" | ||
|-BGCOLOR="#E9E9E9" | |-BGCOLOR="#E9E9E9" | ||
!Weapon ||recoil||bestangle||error||decay||inaccuracy||delays | !Weapon ||recoil||bestangle||error||decay||inaccuracy||delays | ||
|-ALIGN=CENTER | |-ALIGN=CENTER | ||
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|valign=top| | |valign=top| | ||
{| | {| class="wikitable" width="100%" | ||
!width=150px| XML tag | |||
!width=120px| content type | |||
! description | |||
|- | |||
| <RecoilCompensation> | |||
| float | |||
| min = 0.0, max = 1.0 | | min = 0.0, max = 1.0 | ||
|- | |- | ||
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{| | {| class="wikitable" width="100%" | ||
!width=150px| XML tag | |||
!width=120px| content type | |||
! description | |||
|- | |||
| <CentralDistance> | |||
| float | |||
| central vision distance | | central vision distance | ||
|- | |- | ||
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==ONCV, death particle, TRBS, TRMA, TRAC, TRAS, health, daodan, etc.== | ==ONCV, death particle, TRBS, TRMA, TRAC, TRAS, health, daodan, etc.== | ||
{| | {| class="wikitable" width="100%" | ||
!width=150px| XML tag | |||
!width=120px| content type | |||
! description | |||
|- | |||
| <Variant> | |||
| link | |||
| <font color="#777777">ONCV</font>file<font color="#777777">.oni</font>, defines variants and upgrades | | <font color="#777777">ONCV</font>file<font color="#777777">.oni</font>, defines variants and upgrades | ||
|- | |- | ||
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| [[#ONIA: Oni Character Impact Array|ONIA]] instance number (#N) | | [[#ONIA: Oni Character Impact Array|ONIA]] instance number (#N) | ||
|- | |- | ||
| <ImpactModifierName> | |valign=top| <ImpactModifierName> | ||
| flag | |valign=top| flag | ||
| used to choose correct effect from [[XML:BINA/ONIE#list_of_tags.2C_types.2C_and_flags|ONIE]]; impact name -> material name -> modifier (<Component> must be probably "Impact") | | used to choose correct effect from [[XML:BINA/ONIE#list_of_tags.2C_types.2C_and_flags|ONIE]]; impact name -> material name -> modifier (<Component> must be probably "Impact") | ||
: Any | : Any | ||
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| basic health of the character model; extra health information for every unique character are stored in the [[XML:BINA/OBJC/CHAR#XML|BINACJBOCharacter.oni]] file | | basic health of the character model; extra health information for every unique character are stored in the [[XML:BINA/OBJC/CHAR#XML|BINACJBOCharacter.oni]] file | ||
|- | |- | ||
| <FeetBones> | |valign=top| <FeetBones> | ||
| flag | |valign=top| flag | ||
| | | | ||
: LeftFoot | : LeftFoot | ||
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| time between death and deletion, in frames (about 3 seconds for mad bomber) | | time between death and deletion, in frames (about 3 seconds for mad bomber) | ||
|- | |- | ||
| <WeaponHand> | |valign=top| <WeaponHand> | ||
| flag | |valign=top| flag | ||
| | | | ||
: 0 (right) | : 0 (right) | ||
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| when set to 1 indicates that character has daodan powers (character does more damage in overpower mode) | | when set to 1 indicates that character has daodan powers (character does more damage in overpower mode) | ||
|- | |- | ||
| <HasSupershield> | |valign=top| <HasSupershield> | ||
| int8 | |valign=top| int8 | ||
| when set to 1 indicates that character has supershield | | when set to 1 indicates that character has supershield | ||
* is visible as red shield when overpowered | * is visible as red shield when overpowered | ||
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===<DamageFactors>=== | ===<DamageFactors>=== | ||
The following 7 float values corespond to damage types. | The following 7 float values corespond to damage types. | ||
{| | {| class="wikitable" width="100%" | ||
!width=150px| XML tag | |||
!width=120px| content type | |||
! description | |||
| | |- | ||
| <Float> | |||
| float | |||
| something with normal damage ? | |||
|- | |- | ||
| <Float> | | <Float> |
edits