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{{OBDth}} | {{OBDth}} | ||
{{OBDtrBK}} | {{OBDtrBK}} | ||
{{OBDtr| 0x00 | float |FFC8C8| 8A 39 2C BF | -0.672752 | X-axis | {{OBDtr| 0x00 | float |FFC8C8| 8A 39 2C BF | -0.672752 | X-axis adjustment to throw target; see below for info | ||
X+ is left, X- is right }} | X+ is left, X- is right }} | ||
{{OBDtr| 0x04 | float |FFFFC8| 10 39 B4 3F | 0.793839 | Y-axis | {{OBDtr| 0x04 | float |FFFFC8| 10 39 B4 3F | 0.793839 | Y-axis adjustment to throw target; see below for info | ||
Y+ is up, Y- is down }} | Y+ is up, Y- is down }} | ||
{{OBDtr| 0x08 | float |C8FFC8| 44 2D 1C 41 | 9.761051 | Z-axis | {{OBDtr| 0x08 | float |C8FFC8| 44 2D 1C 41 | 9.761051 | Z-axis adjustment to throw target; see below for info | ||
Z+ is forward, Z- is backward }} | Z+ is forward, Z- is backward }} | ||
{{OBDtr| 0x0C | float |C8FFFF| DB 0F 49 40 | 3.141593 | angle adjustment in radians; when throw is successful, | {{OBDtr| 0x0C | float |C8FFFF| DB 0F 49 40 | 3.141593 | angle adjustment in radians; when throw is successful, target is turned around his axis by this angle (π <nowiki>=</nowiki> 180°)}} | ||
{{OBDtr| 0x10 | float |FFC8FF| 00 00 40 41 | 12.000000 | distance tolerance; read below for important notice }} | {{OBDtr| 0x10 | float |FFC8FF| 00 00 40 41 | 12.000000 | distance tolerance; read below for important notice }} | ||
{{OBDtr| 0x14 | int16 |FFC800| 60 00 | 96 | anim type for the animation of the target; types listed [[XML:StNA|HERE]] }} | {{OBDtr| 0x14 | int16 |FFC800| 60 00 | 96 | anim type for the animation of the target; types listed [[XML:StNA|HERE]] }} | ||
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''' | '''Throw target axis adjustment''' | ||
:*When throw is successful, these axis adjustments are applied on | :*When throw is successful, these axis adjustments are applied on the target to move ("teleport") him in a way which creates the proper distance between participants so the throw looks good. Note that this adjustment happens instantly <u>at the start</u> of the throw. Oni will perform a collision check and modify the target's adjusted location so that it doesn't pass through any intervening obstacle. | ||
:*Y-axis surprise: When you lift the enemy with a +Y value, | :*Y-axis surprise: When you lift the enemy with a +Y value, the bounding box actually raises off the ground as if he jumped. Usually when executing TRAMs, a +Y value just stretches the bounding box of the character from the floor to their current height; that is why you cannot throw enemies over railings. After the lift is performed, the target falls down normally according to gravity. | ||
'''Distance tolerance''' | '''Distance tolerance''' |