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  • ...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
  • ...xplosion of the ramp in the airport. Now, instead of creating an explosion particle and deleting the ramp, Oni just prints that message. Seemingly one could us
    4 KB (749 words) - 12:21, 13 July 2023
  • ...ashes which show the character's health status when hit (as for the "snap" particle files, they also use <UseSpecialTint>).
    6 KB (813 words) - 19:16, 27 March 2021
  • ...and 2048 in another),<br />preventing mods from crashing Oni with too many particle classes
    9 KB (1,570 words) - 19:36, 2 July 2022
  • ...by hand from an old ONLV (ENVP instance) to a) a new ONLV or b) to an OBJC particle file.
    5 KB (795 words) - 14:50, 12 May 2024
  • ...beam is made of '''w12_ba2''' particles and the grenade is a '''w11_ba1''' particle. {{OBDtr2|0xBF4 | char[64] |71FFB8| unused | special death particle; only the Mad Bomber uses it }}
    27 KB (3,548 words) - 19:08, 29 February 2024
  • ...ue to hardware limitations of this graphics card. This may include certain particle effects and UI elements.
    5 KB (838 words) - 19:04, 3 August 2020
  • Let's say you want to add a new glass particle to the SWAT Griffin ONCC. Let's say you want to remove the glass particle from the SWAT Griffin ONCC.
    32 KB (3,170 words) - 12:20, 5 April 2021
  • | Particle file name without file prefix BINA3RAP and suffix .oni
    8 KB (1,037 words) - 17:38, 21 February 2022
  • * FURN particle not yet supported by export
    5 KB (812 words) - 21:55, 2 July 2022
  • :0x00 '''01''' 00 00 - animation time: add local (particle) time (see below) ...me and animation speed. For textures that are used by particles the local (particle) time can be used either to replace or offset the game time.
    26 KB (3,876 words) - 01:58, 8 December 2023
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