OBD:BINA/OBJC/CHAR

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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

File description

Basic setup - Apperance, weapon, position, misc spawn flags

Bin r ch.gif


Offset Type Raw Hex Value Description
0x00 char[4] 43 4A 42 4F OBJC object collection
0x04 int32 2C 8B 00 00 35628 size of the complete collection from this postion in bytes
0x08 int32 27 00 00 00 39 object collection version
0x0C int32 20 02 00 00 544 size of the following element in bytes
First element (black outline)
0x000 char[4] 52 41 48 43 CHAR character
0x004 int32 87 19 00 00 6535 old file ID
0x008 int32 00 00 00 00 0 unknwon
0x00C float A5 7D 9D 43 314.981597 x-position of the character
0x010 float 00 00 D8 C1 -27.000000 y-position (height) of the character
0x014 float 98 09 1E 42 39.509368 z-position of the character
0x018 float 00 00 00 00 0.000000 rotation on the x-axis in degrees
0x01C float 00 00 87 43 270.000000 rotation on the y-axis in degrees
0x020 float 00 00 00 00 0.000000 rotation on the z-axis in degrees
0x024 bitset32 01 00 00 00 1, 0, 0, 0 character options; the folowing bits are used:
0x 01 00 00 00 - player character
0x 02 00 00 00 - random skin
0x 04 00 00 00 - not prespawned
0x 08 00 00 00 - non-combatant
0x 10 00 00 00 - multi-spawnable
0x 20 00 00 00 - unknown
0x 40 00 00 00 - unkillable
0x 80 00 00 00 - superammo
0x 00 01 00 00 - boss (whatever that means)
0x 00 02 00 00 - has LSI
0x 00 04 00 00 - no auto-drop (whatever that means ==> maybe drops nothing when killed )
0x 00 08 00 00 - upgrade difficulty (spawns a stronger enemy if you play on medium or hard)
0x 00 10 00 00 - omniscient (whatever that means)
0x028 char[64] konoko_generic character class name (reference to 00991-konoko_generic.ONCC)
0x068 char[32] konoko character name
0x088 char[64] w1_tap weapon class name (reference to 03701-w1_tap.ONWC of level 0)

Script functions - Called by engine when certain things happen to a character

Offset Type Raw Hex Value Description
0x0C8 char[32] unused script function called when character is spawned
0x0E8 char[32] you_lose script function called when character dies (health reaches 0); can work multiple times
0x108 char[32] unused script function called when character notices an enemy; works only once
0x128 char[32] unused alarm function; never used in Oni, it is called when character is alarmed
0x148 char[32] unused script function called when character is hurt for the first time; works only once
0x168 char[32] unused script function called when character is "defeated" (health reaches 1); works only once
0x188 char[32] unused 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
0x1A8 char[32] unused 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

Offset Type Raw Hex Value Description
0x1C8 int32 00 00 00 00 0 additional health (the basic health is stored in the ONCC file of the character)
0x1CC int32 00 00 00 00 0 job ID; the following jobs are possible:
0 - none
1 - idle
2 - guard (never used in Oni)
3 - patrol
4 - teambattle (never used in Oni)
0x1D0 int16 00 00 0 patrol path ID (reference to the Patrol_Path.BINA file)
0x1D2 int16 00 00 0 combat ID (reference to the Combat.BINA file)
0x1D4 int16 00 00 0 melee ID (reference to the Melee Profile.BINA file)
0x1D6 int16 00 00 0 neutral ID (reference to the Neutral.BINA file)
0x1D8 int16 01 00 1 amount of ammo (red clips) that can be used
0x1DA int16 00 00 0 amount of ammo (red clips) that can be dropped
0x1DC int16 00 00 0 amount of energy cells (green clips) that can be used
0x1DE int16 00 00 0 amount of energy cells (green clips) that can be dropped
0x1E0 int16 00 00 0 amount of hypos that can be used
0x1E2 int16 00 00 0 amount of hypos that can be dropped
0x1E4 int16 00 00 0 amount of force shields that can be used
0x1E6 int16 00 00 0 amount of force shields that can be dropped
0x1E8 int16 00 00 0 amount of phase cloaking that can be used (60 = 1 second)
0x1EA int16 00 00 0 amount of phase cloaking that can be dropped
0x1EC int16 00 00 0 unknown; always zero; used "nci"?
0x1EE int16 00 00 0 unknown; always zero; dropped "nci"?
0x1F0 int32 00 00 00 00 0 team ID; the following teams are possible:
0 - Konoko
1 - TCTF
2 - Syndicate
3 - Neutral
4 - SecurityGuard
5 - RogueKonoko
6 - Switzerland
7 - SyndicateAccessory
0x1F4 int32 64 00 00 00 100 ammo filling in percent
0x1F8 int32 00 00 00 00 0 initial alert level; the following alert levels are possible:
0 - lull
1 - low
2 - medium
3 - high
4 - combat
0x1FC int32 00 00 00 00 0 minimal alert level
0x200 int32 01 00 00 00 1 alert level when starting a job
0x204 int32 02 00 00 00 2 alert level when investigating
0x208 bitset32 00 00 00 00 0, 0, 0, 0 alarm groups, see below this table
0x20C int32 04 00 00 00 4 unknown (pm_pursue_strong?)
0x210 int32 01 00 00 00 1 unknown (pm_pursue_weak?)
0x214 int32 04 00 00 00 4 unknown (pm_pursue_strong_seen?)
0x218 int32 04 00 00 00 4 unknown (pm_pursue_weak_seen?)
0x21C int32 00 00 00 00 0 unknown (pm_pursue_lost?)


Alarm groups
Stored as a bitset
If bit 2^N is ON, the character will be alarmed by script command ai2_tripalarm(N) or alarm console command 0060 NN00 where NN is the hex for N.
(Since the size of the alarm group field is 4 bytes, there's a maximum of 32 alarm groups, i.e. N ranges from 0 to 31)

Dialog from level0_Tools

dialog_character2_properties.png


Also available is the following dialog, which is redundant of CMBT and apparently predates both CHAR and AISA:

dialog_character_properties.png


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]]