OBD:BINA/OBJC/CHAR: Difference between revisions

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|-
| colspan="2" bgcolor="#F0F096" | not used
| colspan="2" bgcolor="#F0F096" | not used
| align="LEFT" | unknown; never used in Oni
| align="LEFT" | alarm function; never used in Oni, "should" be called when this character is alarmed. Dunno if this one isn't working or alarm calling isn't working...
|-
|-
| colspan="2" bgcolor="#00C864" | not used
| colspan="2" bgcolor="#00C864" | not used
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|-
|-
| colspan="2" bgcolor="#FFCD96" | not used
| colspan="2" bgcolor="#FFCD96" | not used
| align="LEFT" | unknown, some exotic script function call ("should" be called when a character has trouble pathfinding, but isn't)
| align="LEFT" | nopath function, some exotic script function call ("should" be called when a character has trouble pathfinding, but isn't)
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|}
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==Less basic setup==
==Less basic setup==
;INVENTORY, TEAM, JOBS, ALERT/PURSUIT
;INVENTORY, TEAM, JOBS, ALERT/PURSUIT

Revision as of 18:59, 19 September 2006

ONI BINARY DATA
AKVA << Other file types >> CBPI
BINA : Binary data
TMBD << Other BINA >> ONIE
OBJC : Objects
WEAP << Other OBJC >> CMBT
CHAR : Character
XML tutorial
Overview @ Oni Stuff
OBD.png




Screenshot

bin_r_ch.gif


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, "should" be called when this character is alarmed. Dunno if this one isn't working or alarm calling isn't working...
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 0 unknown
00 0 unknown
00 0 unknown
00 0 unknown
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




Blue Box Beta WMDD

bina_chara.gif




ONI BINARY DATA
AKVA << Other file types >> CBPI
BINA : Binary data
TMBD << Other BINA >> ONIE
OBJC : Objects
WEAP << Other OBJC >> CMBT
CHAR : Character
[[OBD:File types/{{{family}}}|{{{family}}} file]]