OBD:BINA/OBJC/PATR: Difference between revisions

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{{OBD OBJC Header|align=center|type=PATR|prev=PART|next=PWRU|name=Patrol path|onistuff=b_pp}}
{{OBD OBJC Header | align=center | type=PATR | prev=PART | next=PWRU | name=Patrol path | stuff=b_pp}}
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http://www6.fh-eberswalde.de/user/dkriesch/onistuff/images/bin_r_pp.gif




{| BORDER=1 WIDTH=100% CELLPADDING=2 CELLSPACING=1 BGCOLOR="#000000"
[[Image:bin_r_pp.gif]]
|- ALIGN=CENTER BGCOLOR="#FFDDBB"
 
| WIDTH=15% | <B>Hex</B>
 
| WIDTH=15% | <B>Translation</B>
{{Table}}
| WIDTH=70% | <B>Meaning</B>
{{OBDth}}
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
{{OBDtr| 0x00 | char[4]  |FF0000| 43 4A 42 4F | OBJC       | objects }}
| BGCOLOR="#FF0000" | 43 4A 42 4F
{{OBDtr| 0x04 | int32    |FFFF00| B4 1F 00 00 | 8116       | size of the complete patrol path part from this position in bytes }}
| OBJC
{{OBDtr| 0x08 | int32    |00FF00| 27 00 00 00 | 39         | object list version }}
| ALIGN=LEFT | object
{{OBDtr| 0x0C | int32    |00FFFF| 78 00 00 00 | 120       | size of the following element in bytes }}
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
{{OBDtrBK}}
| BGCOLOR="#FFFF00" | B4 1F 00 00
{{OBDtr| 0x00 | char[4]  |FFC8C8| 52 54 41 50 | PATR       | patrol path }}
| 8116
{{OBDtr| 0x04 | int32    |FFFFC8| 6F 1A 00 00 | 6767       | old file ID }}
| ALIGN=LEFT | 8116 bytes is the length of the following patrol path part from this position
{{OBDtr| 0x08 | int32    |C8FFC8| 00 00 00 00 | 0         | unknown }}
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
{{OBDtr| 0x0C | float    |C8FFFF| 08 AB 20 44 | 642.672363 | x-position of the patrol path start point }}
| BGCOLOR="#00FF00" | 27 00 00 00
{{OBDtr| 0x10 | float    |C8FFFF| E7 26 87 41 | 16.893995 | y-position (height) of the patrol path start point }}
| 39
{{OBDtr| 0x14 | float    |C8FFFF| 6C CD BD C3 | -379.604858| z-position of the patrol path start point }}
| ALIGN=LEFT | identification number for the weapon classes; in every level the same; do not change it
{{OBDtr| 0x18 | float    |FFC8FF| 00 00 00 00 | 0.000000   | rotation on the x-axis in degrees }}
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
{{OBDtr| 0x1C | float    |FFC8FF| 00 00 00 00 | 0.000000   | rotation on the y-axis in degrees }}
| BGCOLOR="#00FFFF" | 78 00 00 00
{{OBDtr| 0x20 | float    |FFC8FF| 00 00 00 00 | 0.000000   | rotation on the z-axis in degrees }}
| 120
{{OBDtr2|0x24 | char[32] |FFC800| Floor1_Stk_1             | patrol path name }}
| ALIGN=LEFT | 120 bytes (7.5 lines) is the lenght of the following package (area edged in black)
{{OBDtr| 0x44 | int32    |C800C8| 04 00 00 00 | 4         | number of path points (grey outline) }}
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#000000"
{{OBDtr| 0x48 | int16    |C87C64| 00 00       | 0         | patrol path ID }}
| COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Below follows the first package.</FONT>
{{OBDtr| 0x4A | int16    |B0C3D4| 01 00       | 1          | "return to nearest"? }}
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
{{OBDtrBK|1=First path point (grey outline)}}
| BGCOLOR="#FFC8C8" | 52 54 41 50
{{OBDtr| 0x00 | int32    |E7CEA5| 13 00 00 00 | 19         | path point type; the following types are possible (values in dec):
| PATR
 
| ALIGN=LEFT | patrol
 
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
:00 - move to flag (short)
| BGCOLOR="#FFFFC8" | 6F 1A 00 00
:01 - stop (nothing); (not used in Oni)
| 6767
:02 - pause in frames (long)
| ALIGN=LEFT | unknown
:03 - look at flag (short)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
:04 - look at point (float, float, float); (not used in Oni)
| BGCOLOR="#C8FFC8" | 00 00 00 00
:05 - move and face to flag (short)
| 0
:06 - run path in a loop (nothing)
| ALIGN=LEFT | unknown
:07 - movement mode (long) - the following values are possible:
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
 
| BGCOLOR="#C8FFFF" | 08 AB 20 44
::0 - by alert level
| 642.672363
::1 - stop
| ALIGN=LEFT | x-position of the patrol path start point ?
::2 - crouch
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
::3 - creep
| BGCOLOR="#C8FFFF" | E7 26 87 41
::4 - walk - no aim
| 16.893995
::5 - walk
| ALIGN=LEFT | y-position (height) of the patrol path start point ?
::6 - run - no aim
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
::7 - run
| BGCOLOR="#C8FFFF" | 6C CD BD C3
::8 - forwards (* doesn't respond to ai2_setmovementmode and can make Oni crash when used in the patrol path file)
| -379.604858
::9 - backwards (*)
| ALIGN=LEFT | z-position of the patrol path start point ?
::10 - left (*)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
::11 - right (*)
| BGCOLOR="#FFC8FF" | 00 00 00 00
::12 - stopped (*)
| 0.000000
 
| ALIGN=LEFT | rotation on the x-axis in degrees
:08 - move to point; (not used in Oni); in-game test result: works fine
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
:09 - turn head by X degrees; (not used in Oni); in-game test result: malfunctioning
| BGCOLOR="#FFC8FF" | 00 00 00 00
:10 - move through flag (short, float) - character moves to this flag until he/she has reached the radius border of it
| 0.000000
:11 - move through point (float, float, float, float) - character moves to this point until he/she has reached the radius border of it; (not used in Oni)
| ALIGN=LEFT | rotation on the y-axis in degrees
:12 - stop looking (nothing)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
:13 - free facing?; used only once
| BGCOLOR="#FFC8FF" | 00 00 00 00
:14 - glance at flag for ... frames (short + long) - character looks (rotates only the head) to the flag for the fixed time
| 0.000000
:15 - move near flag (short + float) - character moves to this flag until he/she has reached the radius border of it
| ALIGN=LEFT | rotation on the z-axis in degrees
:16 - run path in a loop from block number (long) - runs the complete path once; after that it loops the path from the block number to the end (note that the block number of the first block is zero and not one)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
:17 - time + rotation (short + float) - character looks/aims around for the fixed time
| BGCOLOR="#FFC800" COLSPAN=2 | <TT>Floor1_Stk_1</TT>
:18 - force loop continuance and correctness (type 17 can cause incorrect loops and a complete break in case of 0 frames)
| ALIGN=LEFT | name of the patrol path
:19 - time + flag + rotation in degrees (short + short + float) - character moves to the flag and when reached he/she looks/aims around for the fixed time
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
:20 - <u>fork</u> patrolscript by id (short) - BSL function with this id is called up (f.e. id <nowiki>= 1, then called up function =</nowiki> patrolscript0001)
| BGCOLOR="#C800C8" | 04 00 00 00
:21 - <u>call</u> patrolscript by id (short) - BSL function with this id is called up (f.e. id <nowiki>= 1, then called up function =</nowiki> patrolscript0001), caution: bsl can interrupt the patrol path (see example below)
| 4
:22 - ignore player (byte) - 0 <nowiki>= off; 1 =</nowiki> on
| ALIGN=LEFT | amount of blocks which follow
:23 - flag + time + firing spread in degrees (short + short + float) - character faces to to the flag and fires his/her weapon for the fixed time
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
 
| BGCOLOR="#C87C64" | 00 00
 
| 0
}}
| ALIGN=LEFT | patrol path ID
{{OBDtr| 0x04 | int16    |FFDDDD| 58 02       | 600       | sleep time in 1/60 seconds }}
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
{{OBDtr| 0x06 | int16    |64AAAA| CB 00       | 203       | flag ID }}
| BGCOLOR="#B0C3D4" | 01 00
{{OBDtr| 0x08 | float    |EBEBEB| 00 00 A0 42 | 80.000000 | look around angle in degrees }}
| 0
| ALIGN=LEFT | unknown
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#808080"
| COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Below follows the first block. It's a part of the package.</FONT>
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#E7CEA5" | 13 00 00 00
| 19
| ALIGN=LEFT | block option ID; the following block option IDs are possible (values in dec):<BR><BR>
{| BORDER=0 CELLPADDING=0 CELLSPACING=0
|- VALIGN=TOP
| ALIGN=RIGHT | 0 -&nbsp;
| flag follows (short)
|- VALIGN=TOP
| ALIGN=RIGHT | 1 -&nbsp;
| not checked yet
|- VALIGN=TOP
| ALIGN=RIGHT | 2 -&nbsp;
| time follows (long)
|- VALIGN=TOP
| ALIGN=RIGHT | 3 -&nbsp;
| flag follows (short)
|- VALIGN=TOP
| ALIGN=RIGHT | 4 -&nbsp;
| not checked yet
|- VALIGN=TOP
| ALIGN=RIGHT | 5 -&nbsp;
| flag follows (short)
|- VALIGN=TOP
| ALIGN=RIGHT | 6 -&nbsp;
| run in a loop ? (nothing follows; this ID is a stand-alone value)
|- VALIGN=TOP
| ALIGN=RIGHT | 7 -&nbsp;
| movement mode follows (long); the following movement modes are possible:<BR><BR>0 - walk in firing position<BR>3 - walk crouch in firing position<BR>4 - walk relaxed (weapon down)<BR>5 - walk in firing position (the same as 0)<BR>6 - run relaxed (weapon down)<BR>7 - run in firing positionDon't use other numbers. Oni will crash.<BR><BR>
|- VALIGN=TOP
| ALIGN=RIGHT | 8 -&nbsp;
| not checked yet
|- VALIGN=TOP
| ALIGN=RIGHT | 9 -&nbsp;
| not checked yet
|- VALIGN=TOP
| ALIGN=RIGHT | 10 -&nbsp;
| flag + rotation? follow (short + float)
|- VALIGN=TOP
| ALIGN=RIGHT | 11 -&nbsp;
| not checked yet
|- VALIGN=TOP
| ALIGN=RIGHT | 12 -&nbsp;
| not checked yet
|- VALIGN=TOP
| ALIGN=RIGHT | 13 -&nbsp;
| not checked yet
|- VALIGN=TOP
| ALIGN=RIGHT | 14 -&nbsp;
| flag + time follow (short + long)
|- VALIGN=TOP
| ALIGN=RIGHT | 15 -&nbsp;
| flag + rotation? follow (short + float)
|- VALIGN=TOP
| ALIGN=RIGHT | 16 -&nbsp;
| unknown follows (long)
|- VALIGN=TOP
| ALIGN=RIGHT | 17 -&nbsp;
| time + rotation? follow (long + float)
|- VALIGN=TOP
| ALIGN=RIGHT | 18 -&nbsp;
| not checked yet
|- VALIGN=TOP
| ALIGN=RIGHT | 19 -&nbsp;
| time + flag + rotation? follow (short + short + float)
|- VALIGN=TOP
| ALIGN=RIGHT | 20 -&nbsp;
| time follows (short)
|- VALIGN=TOP
| ALIGN=RIGHT | 21 -&nbsp;
| time? follows (short)
|- VALIGN=TOP
| ALIGN=RIGHT | 22 -&nbsp;
| unknown follows (byte)
|- VALIGN=TOP
| ALIGN=RIGHT | 23 -&nbsp;
| flag + time + rotation? follow (short + short + float)
|}<BR>
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#FFDDDD" | 58 02
| 600
| ALIGN=LEFT | sleep time in 1/60 seconds
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#64AAAA" | CB 00
| 203
| ALIGN=LEFT | flag ID
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#FFEEDD"
| BGCOLOR="#EBEBEB" | 00 00 A0 42
| 80.000000
| ALIGN=LEFT | character roation on the y-axis in degrees ?
|}
|}
----
 
----
 
{{OBD OBJC Footer|align=center|type=PATR|prev=PART|next=PWRU|name=Patrol path|onistuff=b_pp}}
;Path points
:A path can have at most 64 points.
 
 
;Corrupting BSL code at patrolscripts
:I suspect that ''instantly'' played BSL code breaks patrol path.
:example:
::patrolscript0001 contains a sleep command and patrolscript0002 will be played.
::But if you remove the sleep command the patrol path will break.
::(This was tested in level 1 SP1 with A_t48 and his patrol_48.)
 
 
XML code - patrolscript points:
 
<Points>
    <ScriptId ScriptId="1" />
    <ScriptId ScriptId="2" />
    <ScriptId ScriptId="3" />
</Points>
 
BSL code:
func patrolscript0001
{
dmsg "1"
chr_animate 0 KONOKOpowerup
sleep 1
}
func patrolscript0002
{
dmsg "2"
}
func patrolscript0003
{
dmsg "3"
}
 
 
;Tool Mode dialogs
 
[[Image:Tool dialog - Edit Paths.png]]
 
 
[[Image:Tool dialog - Edit Path.png]]
 
 
[[Image:Tool dialog - Edit Path Point.png]]
 
 
{{OBD OBJC Footer | type=PATR | prev=PART | next=PWRU | name=Patrol path | family=Level}}
 
{{OBD}}