OBD:BINA/OBJC/CHAR: Difference between revisions

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| colspan="2" bgcolor="#B0C3D4" | <tt>konoko_generic</tt>
| colspan="2" bgcolor="#B0C3D4" | <tt>konoko_generic</tt>
| align="LEFT" |
| align="LEFT" |
name of the character model (00991-konoko_generic.[oni_oncc.htm ONCC])
name of the character model (00991-konoko_generic.[[OBD:ONCC|ONCC]])
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| colspan="2" bgcolor="#E7CEA5" | <tt>konoko</tt>
| colspan="2" bgcolor="#E7CEA5" | <tt>konoko</tt>
Line 180: Line 180:
| 0
| 0
| align="LEFT" |
| align="LEFT" |
additional health (the basic health you'll find in the [oni_oncc.htm ONCC] file of the character)
additional health (the basic health you'll find in the [[OBD:ONCC|ONCC]] file of the character)
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"
| bgcolor="#0096C8" | 00 00 00 00
| bgcolor="#0096C8" | 00 00 00 00

Revision as of 14:44, 17 March 2006

Main Page >> Oni Binary Data >> File types >> BINA >> Character.BINA


<== Character.BINA ==>


bin_r_ch.gif


Hex Translation Meaning
43 4A 42 4F OBJC object
2C 8B 00 00 35628 35628 bytes is the length of the following character part from this position
27 00 00 00 39 identification number for the weapon classes; in every level the same; do not change it
20 02 00 00 544 544 bytes (34 lines) is the lenght of the following package (area edged in black)
Below follows the first package.
47 41 4C 46 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 1; it's a bitset; the following options are possible (values in dec):

0 - nothing
1 - player character
2 - random skin
4 - not prespawned
8 - non-combatant
16 - multi-spawnable
32 - unknown
64 - unkillable

128 -

superammo

(Thanks to geyser who figured that out.)

00 0

option 2; it's a bitset; the following options are possible (values in dec):

0 - nothing
1 - boss
2 - has LSI
4 - no auto-drop
8 - upgrade difficulty (spawns a stronger enemy if you play on medium or hard)
16 - omniscient
00 00 0 unknown; always zero
konoko_generic

name of the character model (00991-konoko_generic.ONCC)

konoko name of the character
w1_tap

name of the weapon; the following weapon names are possible:

w1_tap - Equalizer (pistol)
w2_sap - Black Adder (submachine gun)
w3_phr - Plasma Riffle
w4_psm - Phase Stream Projector
w5_sbg - Superball Gun
w6_vdg - Van de Graff
w7_scc - Scramble Cannon
w8_mbo - Mercury Bow
w9_scr - Screaming Cannon
w10_sni - Fireworks (Mukade's gun)
w11_ba1 - Wave Motion Cannon (Barabas's gun)

not used unknown; never used in Oni
not used name of the function, which is called up when Oni spawns the character
you_lose name of the function, which is called up when the character dies
not used name of the function, which is called up when the character notices the player
(Thanks to Loser who figured that out.)
not used unknown; never used in Oni
not used name of the function, which is called up when someone hits the character the first time
not used name of the function, which is called up when the health of the character is equal 1
not used name of the function, which is called up when the character reloads its weapon with its last ammo/cell; works only, if the character has some ammo/cells when Oni spawns it
(Thanks to Loser who figured that out.)
not used unknown
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; the following job IDs are possible:

0 - none
1 - idle
2 - guard (not used in Oni)
3 - patrol
4 - teambattle (never used in Oni)

(Tanks to geyser who figured that out.)

00 00 0 patrol path ID (Tanks to geyser for his help.)
00 00 0 combat ID (Thanks to geyser and Loser for their help.)
00 00 0 melee ID (Thanks to Loser and geyser for their help.)
00 00 0 neutral ID (Tanks to geyser who figured that out.)
01 00 1 amount of ammo (red clips), which the character has
00 00 0 amount of ammo (red clips), which the character drops when he/she dies
00 00 0 amount of energy cells (green clips), which the character has
00 00 0 amount of energy cells (green clips), which the character drops when he/she dies
00 00 0 amount of hypos, which the character has
00 00 0 amount of hypos, which the character drops when he/she dies
00 00 0 amount of force shields, which the character has
00 00 0 amount of force shields, which the character drops when he/she dies
00 00 0 amount of phase cloaks, which the character has
00 00 0 amount of phase cloaks, which the character drops when he/she dies
00 00 00 00 0 unknown; always zero
00 00 00 00 0

team ID; the following team IDs are possible:

0 - Konoko
1 - TCTF
2 - Syndicate
3 - Neutral
4 - SecurityGuard
5 - RogueKonoko
6 - Switzerland
7 - SyndicateAccessory

64 00 00 00 100 ammo filling in percent
00 00 00 00 0

alert ID; the following alert IDs are possible:

0 - lull
1 - low
2 - medium
3 - high
4 - combat

(Tanks to geyser who figured that out.)

00 00 00 00 0 unknown
01 00 00 00 1 unknown
02 00 00 00 2 unknown
00 0 unknown
00 0 unknown
00 0 unknown
00 0 unknown
04 00 00 00 4 unknown
01 00 00 00 1 unknown
04 00 00 00 4 unknown
04 00 00 00 4 unknown
00 00 00 00 0 unknown


<== Character.BINA ==>


Main Page >> Oni Binary Data >> File types >> BINA >> Character.BINA