Screenshot
Basic setup
- APPEARANCE, WEAPON, POSITION, MISC SPAWN FLAGS
Raw hex
|
Value
|
Meaning
|
52 41 48 43
|
CHAR
|
character
|
87 19 00 00
|
6535
|
old file ID
|
00 00 00 00
|
0
|
unknown
|
A5 7D 9D 43
|
314.981597
|
x-position of the character
|
00 00 D8 C1
|
-27.000000
|
y-position (height) of the character
|
98 09 1E 42
|
39.509368
|
z-position of the character
|
00 00 00 00
|
0.000000
|
rotation on the x-axis in degrees
|
00 00 87 43
|
270.000000
|
rotation on the y-axis in degrees
|
00 00 00 00
|
0.000000
|
rotation on the z-axis in degrees
|
01
|
1
|
option bitset 1 (see below)
|
00
|
0
|
option bitset 2 (see below)
|
00 00
|
0
|
unknown; always zero
|
konoko_generic
|
link by name to character class (local, konoko_generic.ONCC)
|
konoko
|
name of the character
|
w1_tap
|
link by name to weapon class (global, w1_tap.ONWC)
|
not used
|
unknown; never used in Oni (maybe second weapon)
|
|
- Option bitset 1
- 1 - player character
- 2 - random skin
- 4 - not prespawned
- 8 - non-combatant
- 16 - multi-spawnable
- 32 - unknown
- 64 - unkillable
- 128 - superammo
- Option bitset 2
option 2; it's a bitset; the following options are possible (values in dec):
- 1 - boss (whatever that means)
- 2 - has LSI
- 4 - no auto-drop (whatever that means)
- 8 - upgrade difficulty (spawns a stronger enemy if you play on medium or hard)
- 16 - omniscient (whatever that means)
- 32 - unknown, never used
- 64 - unknown, never used
- 128 - unknown, never used
Script functions
- ARE CALLED BY THE SCRIPT ENGINE WHEN CERTAN THINGS HAPPEN TO A CHARACTER
Raw hex
|
Value
|
Meaning
|
not used
|
script function called when character is spawned
|
you_lose
|
script function called when character dies (health reaches 0); can work multiple times
|
not used
|
script function called when character notices an enemy; works only once
|
not used
|
alarm function; never used in Oni, it is called when character is alarmed
|
not used
|
script function called when character is hurt for the first time; works only once
|
not used
|
script function called when character is "defeated" (health reaches 1); works only once
|
not used
|
script function called when character runs out of ammo (reloads a weapon with the last clip/cell); works only once, and the character must have the ammo at spawn-time
|
not used
|
nopath function, some exotic script function call ("should" be called when a character has trouble pathfinding, but isn't)
|
|
Less basic setup
- INVENTORY, TEAM, JOBS, ALERT/PURSUIT
Raw hex
|
Value
|
Meaning
|
00 00 00 00
|
0
|
additional health (the basic health you'll find in the ONCC file of the character)
|
00 00 00 00
|
0
|
job ID (see below)
|
00 00
|
0
|
patrol path ID (looked up in local CJBOPatrol_Path.BINA)
|
00 00
|
0
|
combat ID (looked up in global CJBOCombat.BINA)
|
00 00
|
0
|
melee ID (looked up in global CJBOMelee Profile.BINA)
|
00 00
|
0
|
neutral ID (looked up in local CJBONeutral.BINA)
|
01 00
|
1
|
amount of ammo (red clips) that can be used
|
00 00
|
0
|
amount of ammo (red clips) that can be dropped
|
00 00
|
0
|
amount of energy cells (green clips) that can be used
|
00 00
|
0
|
amount of energy cells (green clips) that can be dropped
|
00 00
|
0
|
amount of hypos that can be used
|
00 00
|
0
|
amount of hypos that can be dropped
|
00 00
|
0
|
amount of force shields that can be used
|
00 00
|
0
|
amount of force shields that can be dropped
|
00 00
|
0
|
amount of phase cloaking that can be used (60 = 1 second)
|
00 00
|
0
|
amount of phase cloaking that can be dropped
|
00 00 00 00
|
0
|
unknown; always zero
|
00 00 00 00
|
0
|
team ID (see below)
|
64 00 00 00
|
100
|
ammo filling in percent
|
00 00 00 00
|
0
|
initial alert level (see below)
|
00 00 00 00
|
0
|
minimal alert level
|
01 00 00 00
|
1
|
alert level when starting a job
|
02 00 00 00
|
2
|
alert level when investigating
|
00 00 00 00
|
0
|
Alarm group number, see below
|
04 00 00 00
|
4
|
unknown (pm_pursue_strong?)
|
01 00 00 00
|
1
|
unknown (pm_pursue_weak?)
|
04 00 00 00
|
4
|
unknown (pm_pursue_strong_seen?)
|
04 00 00 00
|
4
|
unknown (pm_pursue_weak_seen?)
|
00 00 00 00
|
0
|
unknown (pm_pursue_lost?)
|
|
- Job ID
- 0 - none
- 1 - idle
- 2 - guard (never used in Oni)
- 3 - patrol
- 4 - teambattle (never used in Oni)
- Team ID
- 0 - Konoko
- 1 - TCTF
- 2 - Syndicate
- 3 - Neutral
- 4 - SecurityGuard
- 5 - RogueKonoko
- 6 - Switzerland
- 7 - SyndicateAccessory
- Alert level
- 0 - lull
- 1 - low
- 2 - medium
- 3 - high
- 4 - combat
- Alarm event
- 0 - no alarm group
- 1 - character is alarmed either by *ai2_tripalarm 0* or alarm console command *0060 0000*
- 2 - character is alarmed either by *ai2_tripalarm 1* or alarm console command *0060 0100*
- 3 - character is alarmed either by *ai2_tripalarm 0*, *ai2_tripalarm 1* or alarm console commands *0060 0000* and *0060 0100*
- 4 - character is alarmed either by *ai2_tripalarm 2* or by alarm console command *0060 0200*
- 5 - character is alarmed either by *ai2_tripalarm 0*, *ai2_tripalarm 2* or alarm console commands *0060 0000* and *0060 0200*
- 6 - character is alarmed either by *ai2_tripalarm 1*, *ai2_tripalarm 2* or alarm console commands *0060 0100* and *0060 0200*
- 7 - character is alarmed either by *ai2_tripalarm 0*, *ai2_tripalarm 1*, *ai2_tripalarm 2* or alarm console commands *0060 0000*, *0060 0100* and *0060 0200*
...it continues but I don't want to waste space.
Blue Box Beta WMDD