OBD:ONCC: Difference between revisions

129 bytes added ,  17 September 2007
m
bunch of small discoveries
m (fixed table code mistake)
m (bunch of small discoveries)
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:the setting is only effective if the AI is in control
:the setting is only effective if the AI is in control
:so it's a bit like the AI's mouse sensitivity :)
:so it's a bit like the AI's mouse sensitivity :)
;General AI options bitset
;General AI options bitset
:Maybe it affects more things but I know only these: startle animation play (yes/no), gunfire dodge (of yourse there has to be firing spread) when melee (yes/no) or when armed (yes/no), '''ability of backfire when dodging and have weapon''' (I knew it was somewhere mwhaha ^_^)  [[User:Loser|Loser]]
:allows or disables some parts of the AI behavior, incomplete so far...
*0x01 disable startle anim? used by TCTF_swat_blackops, sniper_generic, Konokos, Griffins, Ninjas.
*NONE - startle anim is enabled, rest is disabled
*0x02 enable dodge when melee? used by everyone except Barabas.
*0x01 - startle anim disabled
*0x04 enable dodge when armed? used by bomber, Black Ops, Comguys, Furies, Konokos, Griffins, Mukade.
*0x02 - firingspread/projectile dodge enabled for melee
*0x08 ? NOT used by Barabas, civilians, bomber, Black Ops, Comguys, Furies, Konokos, Griffins, Mukade.
*0x04 - requires 0x02; firingspread/projectile dodge enabled for weapons; AI tries to face shooter and shoot back while dodging
*0x10 enable dodging backfire? used by Barabas, Comguys, Ninjas, Furies, Konokos, Griffins, TCTF Lites, female cops, hard Strikers.
*0x08 - requires 0x02, overrides 0x04 if both are set; firingspread/projectile dodge enabled for weapons; AI isn't shooting, it just tends to run away, not facing shooter
:Observations
*0x10 - unknown
:*02 startle anim played, dodging enabled, dodging backfire disabled
:*17 startle anim NOT played, dodging enabled, dodging backfire enabled




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{{OBDtr| 0xC90 | int16    |FFAA82| 1E 00      | 30          | unknown; always the same }}  
{{OBDtr| 0xC90 | int16    |FFAA82| 1E 00      | 30          | unknown; always the same }}  
{{OBDtr| 0xC92 | int16    |FFAA82| 00 00      | 0          | time between death and deletion, in frames (about 3 seconds for mad bomber) }}  
{{OBDtr| 0xC92 | int16    |FFAA82| 00 00      | 0          | time between death and deletion, in frames (about 3 seconds for mad bomber) }}  
{{OBDtr| 0xC94 | bitset  |00D900| 00          | 0          | unknown }}  
{{OBDtr| 0xC94 | bitset  |00D900| 00          | 0          | TRSC bitset; see below }}  
{{OBDtr| 0xC95 | bitset  |00D900| 01          | 1          | unknown }}  
{{OBDtr| 0xC95 | bitset  |00D900| 01          | 1          | unknown }}  
{{OBDtr| 0xC96 | bitset  |00D900| 00          | 0          | unknown }}  
{{OBDtr| 0xC96 | bitset  |00D900| 00          | 0          | unknown }}  
{{OBDtr| 0xC97 | bitset  |00D900| 00          | 0          | unknown }}  
{{OBDtr| 0xC97 | bitset  |00D900| 00          | 0          | when set to 1, generically turns on '''canttouchthis''' cheat for this ONCC (used by MutantMuro.ONCC }}  
{{OBDtr| 0xC98 | char[8]  |CACAFF| AD DE      | dead        | unused }}  
{{OBDtr| 0xC98 | char[8]  |CACAFF| AD DE      | dead        | unused }}  
|}
|}
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:Something to do with left-hand/right-hand aiming (must be consistent with TRSC link)
:Something to do with left-hand/right-hand aiming (must be consistent with TRSC link)


 
;TRSC bitset
:determines whether character is left-hander or right-hander (weapon is attached to left or right fist bone) Must be consistent with TRSC or glitches appear. Possibilities are:
:NONE - Character is right-hander with both pistols and rifles
:0x01 - Character is left-hander with both pistols and rifles
:0x02 - Character is left-hander with pistols but "right-hander" with rifles (however, animations for rifles are treated as left-handed)
{{OBD_File_Footer | type=ONCC | prev=OFGA | next=ONCP | name=Oni Character Class | family=Character}}
{{OBD_File_Footer | type=ONCC | prev=OFGA | next=ONCP | name=Oni Character Class | family=Character}}
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edits