OBD:ONCC: Difference between revisions
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{{OBDtr| 0x170 | int16 |00C864| 00 00 | 0 | minimum delay between shots in frames }} | {{OBDtr| 0x170 | int16 |00C864| 00 00 | 0 | minimum delay between shots in frames }} | ||
{{OBDtr| 0x172 | int16 |00C864| 00 00 | 0 | maximum delay between shots in frames }} | {{OBDtr| 0x172 | int16 |00C864| 00 00 | 0 | maximum delay between shots in frames }} | ||
|} | |||
[[image:oncc_m.gif]] | |||
{{Table}} | |||
{{OBDth}} | |||
{{OBDtr| 0x294 | int32 |00C8FF| 5A 00 00 00 | 90 | unknown; always the same }} | |||
{{OBDtr| 0x298 | int32 |00C8FF| F0 00 00 00 | 240 | unknown; always the same }} | |||
{{OBDtr| 0x29C | int32 |00C8FF| B4 00 00 00 | 180 | unknown; always the same }} | |||
{{OBDtr| 0x2A0 | int32 |00C8FF| 28 00 00 00 | 40 | unknown; always the same }} | |||
{{OBDtr| 0x2A4 | int32 |00C8FF| 37 00 00 00 | 55 | go for gun chance (55%); determines possibility that AI will run to some weapon and take it; can be checked in devmode by *debug_gun_behavior* command }} | |||
{{OBDtr| 0x2A8 | int32 |00C8FF| 3C 00 00 00 | 60 | running pickup chance (60%); this value is possibility of AI running weapon pickup (acrobatics, slides) instead of normal "stop->pickup";this is calculated AFTER engine decides that AI should run for weapon }} | |||
{{OBDtr| 0x2AC | int16 |C80040| 00 00 | 0 | combat profile ID; for example *0D* is for Mutant Muro }} | |||
{{OBDtr| 0x2AE | int16 |C80040| 16 00 | 22 | melee profile ID }} | |||
{{OBDtr| 0x2B0 | int8 |FFCD96| 64 | 100 | "taunt" sound slot is used }} | |||
{{OBDtr| 0x2B1 | int8 |FFCD96| 00 | 0 | "alert" sound slot is empty }} | |||
{{OBDtr| 0x2B2 | int8 |FFCD96| 00 | 0 | "startle" sound slot is empty }} | |||
{{OBDtr| 0x2B3 | int8 |FFCD96| 00 | 0 | "checkbody" sound slot is empty }} | |||
{{OBDtr| 0x2B4 | int8 |FFCD96| 00 | 0 | "pursue" sound slot is empty }} | |||
{{OBDtr| 0x2B5 | int8 |FFCD96| 00 | 0 | "cower" sound slot is empty }} | |||
{{OBDtr| 0x2B6 | int8 |FFCD96| 64 | 100 | "superpunch" sound slot is used }} | |||
{{OBDtr| 0x2B7 | int8 |FFCD96| 64 | 100 | "superkick" sound slot is used }} | |||
{{OBDtr| 0x2B8 | int8 |FFCD96| 00 | 0 | "super3" sound slot is empty }} | |||
{{OBDtr| 0x2B9 | int8 |FFCD96| 00 | 0 | "super4" sound slot is empty (always the same) }} | |||
{{OBDtr| 0x2BA | int16 |C8C864| 00 00 | 0 | probably a blank filler (always the same) }} | |||
{{OBDtr2|0x2BC | char[32] |0096C8| c17_99_28konoko | "taunt" sound (reference to 08108-c17_99_28konoko.[[OBD:OSBD|amb.OSBD]] of level 0) }} | |||
{{OBDtr2|0x2DC | char[32] |0096C8| unused | "alert" sound }} | |||
{{OBDtr2|0x2FC | char[32] |0096C8| unused | "startle" sound }} | |||
{{OBDtr2|0x31C | char[32] |0096C8| unused | "checkbody" sound }} | |||
{{OBDtr2|0x33C | char[32] |0096C8| unused | "pursue" sound }} | |||
{{OBDtr2|0x35C | char[32] |0096C8| unused | "cower" sound }} | |||
{{OBDtr2|0x37C | char[32] |0096C8| c18_79_14konoko | "superpunch" sound (reference to 08110-c17_99_28konoko.[[OBD:OSBD|amb.OSBD]] of level 0) }} | |||
{{OBDtr2|0x39C | char[32] |0096C8| c18_79_15konoko | "superkick" sound (reference to 08112-c17_99_28konoko.[[OBD:OSBD|amb.OSBD]] of level 0) }} | |||
{{OBDtr2|0x3BC | char[32] |0096C8| unused | "super3" sound (only the superninja uses this slot) }} | |||
{{OBDtr2|0x3DC | char[32] |0096C8| unused | "super4" sound (never used in Oni) }} | |||
{{OBDtr| 0x3FC | float |FF80C0| 00 80 ED 43 | 475.000000 | central vision field range; you can make it visible with the script command *ai2_showvision <nowiki>=</nowiki>1* }} | |||
{{OBDtr| 0x400 | float |FF80C0| 00 00 16 43 | 150.000000 | peripheral vision field range; you can make it visible with the script command *ai2_showvision <nowiki>=</nowiki> 1* }} | |||
{{OBDtr| 0x404 | float |FF80C0| 7D 1B 44 3F | 0.766044 | horizontal angle between two couples of "eye-rays" (one couple is left, one if right eye); works for both vision fields }} | |||
{{OBDtr| 0x408 | float |FF80C0| F3 B3 51 3F | 0.819152 | vision field curve for central vision field; vision field looks like something between cone and cylinder; this value affect central angle of that; the higher this value is, the more is this field wrapped in order to achieve shaper angle; when set lower, vision field unwraps totally and it looks like radar antenna, attached to a character by two couples of straight strings(one couple left, one right) }} | |||
{{OBDtr| 0x40C | float |FF80C0| E8 D5 12 3F | 0.573576 | vertical angle between eye-rays in one couple; this is for central vision field }} | |||
{{OBDtr| 0x410 | float |FF80C0| D5 D0 31 3E | 0.173648 | vision field curve for peripheral vision field }} | |||
{{OBDtr| 0x414 | float |FF80C0| 6B 61 D8 BE | 0.422618 | vertical angle between eye-rays in one couple; this is for peripheral vision field }} | |||
{{OBDtr| 0x418 | int32 |D0C0AF| B4 00 00 00 | 180 | hostilethreat definite timer; 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) }} | |||
{{OBDtr| 0x41C | int32 |D0C0AF| 84 03 00 00 | 900 | hostilethreat strong timer; 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 }} | |||
{{OBDtr| 0x420 | int32 |D0C0AF| 10 0E 00 00 | 3600 | hostilethreat weak timer; 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 }} | |||
{{OBDtr| 0x424 | int32 |D0C0AF| 10 0E 00 00 | 3600 | friendlythreat definite timer; 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) }} | |||
{{OBDtr| 0x428 | int32 |D0C0AF| 50 46 00 00 | 18000 | friendlythreat strong timer; 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 }} | |||
{{OBDtr| 0x42C | int32 |D0C0AF| A0 8C 00 00 | 36000 | friendlythreat weak timer; how long will AI remain in weak feeling of ally, doing its usual job; can be checked by *ai2_report_verbose* command }} | |||
{{OBDtr| 0x430 | float |EEDDFF| 00 00 80 3F | 1.000000 | earshot radius; defines size of the sound-collision sphere around AI }} | |||
{{OBDtr| 0x434 | link |C5FF8A| 01 FB 03 00 | 1019 | link to 01019-konoko.[[OBD:ONCV|ONCV]]; defines variants and upgrades }} | |||
{{OBDtr| 0x438 | link |C5FF8A| 01 F9 03 00 | 1017 | link to [[OBD:ONCP|01017-.ONCP]]; lists the particles available for this character (trails, flashes, etc) }} | |||
{{OBDtr| 0x43C | link |C5FF8A| 01 FA 03 00 | 1018 | link to [[OBD:ONIA|01018-.ONIA]]; lists the special impact sounds (used for special combat moves) }} | |||
{{OBDtr| 0x440 | link |C5FF8A| 00 00 00 00 | unused | unknwon; always the same; maybe an unsed link? }} | |||
{{OBDtr2|0x444 | char[16] |C0C0C0| Light | modifier; either hardcoded or defunct (only visible in pm_mod_type.WMM_, level 0) | |||
edit: WMDD says: Effects found for Impact x on Material y with Modifier: pm_mod_types }} | |||
{{OBDtrBK|1=First of 15 impact elements. Every element ends always with FF FF.}} | |||
{{OBDtr2|0x454 | char[32] |FF0080| Footstep_Walk | walk impact (reference to 04124-Footstep_Walk.[[OBD:Impt|Impt]] of level 0); always the same; without the impacts you can't hear the steps of a character }} | |||
|} | |} | ||