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  • : This is what defines particle orientation, stretching, etc. See [[OBD:CRSA|CRSA]] for details. ...e transformation matrix (xx xy xz yx yy yz zx zy zz + x y z offset) of the particle to the weapon.
    14 KB (2,128 words) - 16:54, 6 March 2024
  • <Particle Name="glass_shard"> </Particle>
    9 KB (966 words) - 22:08, 7 May 2022
  • |3D Particle
    2 KB (305 words) - 16:24, 9 December 2023
  • ;Particle array (see [[ONWC]]) :The particle elements are not exactly the same as in ONWC (4 bytes shorter)
    11 KB (1,431 words) - 21:38, 9 December 2023
  • Of course, jetpacking as Barabas will look nicer if you add the "rocket" particle to selected TRAMs (actually, it works and looks quite nice) but that will b Here you can get [http://gumby.oni2.net/barabus%20particles.zip such particle.]
    5 KB (832 words) - 01:44, 5 March 2023
  • +-- particle n (multiple (n) particle possible) While ONIA requires TRAM particle links, the other H2H impacts do not.
    29 KB (3,992 words) - 18:06, 9 October 2023
  • |Env Particle Array |Oni Character Particle Array
    11 KB (1,616 words) - 19:33, 9 December 2023
  • *There are 7 [[particle damage types]].
    2 KB (323 words) - 19:53, 19 December 2023
  • : These "Environment Particle" are traditionally only used for door lock lights and particles used by [[X | <Particle>
    20 KB (2,554 words) - 18:07, 9 December 2023
  • * particle scripting ===Particle editor===
    12 KB (1,865 words) - 23:27, 9 April 2023
  • ...damage type determines how a character reacts to a [[OBD:BINA/PAR3|PAR3]] particle which utilizes DamageBlast or DamageChar. ...it eventually drops to 0 if the character is no longer being hit with the particle. If the value in the sum variable exceeds 100 AND the target character has
    8 KB (1,193 words) - 18:51, 29 February 2024
  • ==0x1D8 to 0x6D7 - Weapon particle array== Every ONWC has 16 particle slots (80 at 0x50 bytes each). The number of slots actually used by the wea
    18 KB (2,420 words) - 17:58, 19 May 2024
  • :groups non-damaging env/OBJC collisions, env/PAR3 (particle) collisions, and especially env/CHAR collisions
    4 KB (575 words) - 20:14, 6 December 2023
  • [[Image:Tool Mode - Edit Particle Class.jpg|300px|right]]
    3 KB (592 words) - 23:27, 26 December 2023
  • ...a "super punch" technique which, unlike their generic counterparts, has a particle effect and a "Static Fist!" voiceover. They don't have a crowd-clearing mov
    3 KB (494 words) - 03:03, 2 January 2022
  • ...ap particle sorting issue 1.jpg|HERE]] for why we do and [[:Image:Lightmap particle sorting issue 2.jpg|HERE]] for why we shouldn't.
    9 KB (1,430 words) - 17:40, 12 December 2023
  • ...ies of recurrent textures are character textures, environment textures and particle textures. (Fail screens are also shared across levels.)
    4 KB (610 words) - 09:46, 15 July 2021
  • *Swapped particle tracks (flashier combos)
    4 KB (543 words) - 14:22, 23 February 2021
  • ...the engine's projectile awareness code, and the AE will fix the Mad Bomber particle as part of its core mods. You need to export the particle named "BINA3RAPmad_p04" to an XML file (back it up before making any change
    9 KB (1,381 words) - 00:44, 11 October 2016
  • ...beam is made of '''w12_ba2''' particles and the grenade is a '''w11_ba1''' particle. | [[#ONCP: Oni Character Particle (Array)|ONCP]] instance number (#N)
    33 KB (4,606 words) - 02:34, 26 October 2023
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