OBD:BINA/OBJC/CMBT: Difference between revisions

From OniGalore
< OBD:BINA‎ | OBJC
Jump to navigation Jump to search
No edit summary
No edit summary
Line 57: Line 57:
| 0
| 0
| ALIGN=LEFT | combat ID (looked up from [[OBD:BINA/OBJC/CHAR|CJBO'''Character'''.BINA]])
| ALIGN=LEFT | combat ID (looked up from [[OBD:BINA/OBJC/CHAR|CJBO'''Character'''.BINA]])
|-
|- VALIGN=TOP
| BGCOLOR="#C87C64" | 02 00 00 00
| BGCOLOR="#C87C64" | 02 00 00 00
| 2
| 2
| ALIGN=LEFT | long range behavior
| ALIGN=LEFT | long range behavior; the following behavior values are possible (values in dec):<BR>&nbsp;<BR>
{| BORDER=0 CELLPADDING=0 CELLSPACING=0
|- VALIGN=TOP
| ALIGN=RIGHT | 0 -&nbsp;
| none
|- VALIGN=TOP
| ALIGN=RIGHT | 1 -&nbsp;
| stare
|- VALIGN=TOP
| ALIGN=RIGHT | 2 -&nbsp;
| hold and fire
|- VALIGN=TOP
| ALIGN=RIGHT | 3 -&nbsp;
| firing charge
|- VALIGN=TOP
| ALIGN=RIGHT | 4 -&nbsp;
| melee
|- VALIGN=TOP
| ALIGN=RIGHT | 5 -&nbsp;
| Barabbas shoot
|- VALIGN=TOP
| ALIGN=RIGHT | 6 -&nbsp;
| Barabbas advance
|- VALIGN=TOP
| ALIGN=RIGHT | 7 -&nbsp;
| Barabbas melee
|- VALIGN=TOP
| ALIGN=RIGHT | 8 -&nbsp;
| Superninja fireball
|- VALIGN=TOP
| ALIGN=RIGHT | 9 -&nbsp;
| Superninja advance
|- VALIGN=TOP
| ALIGN=RIGHT | 10 -&nbsp;
| Superninja melee
|- VALIGN=TOP
| ALIGN=RIGHT | 11 -&nbsp;
| run for alarm (not used in Oni)
|- VALIGN=TOP
| ALIGN=RIGHT | 12 -&nbsp;
| Mutant Muro melee
|- VALIGN=TOP
| ALIGN=RIGHT | 13&nbsp;-&nbsp;
| Muro thunderbolt
|}<BR>&nbsp;
|-
|-
| BGCOLOR="#B0C3D4" | 02 00 00 00
| BGCOLOR="#B0C3D4" | 02 00 00 00
| 2
| 2
| ALIGN=LEFT | medium range behavior
| ALIGN=LEFT | medium range behavior; values as above
|-
|-
| BGCOLOR="#E7CEA5" | 02 00 00 00
| BGCOLOR="#E7CEA5" | 02 00 00 00
| 2
| 2
| ALIGN=LEFT | hand to hand behavior
| ALIGN=LEFT | hand to hand behavior (short range behavior); values as above
|-
|-
| BGCOLOR="#FFDDDD" | 02 00 00 00
| BGCOLOR="#FFDDDD" | 02 00 00 00
| 2
| 2
| ALIGN=LEFT | medium retreat behavior
| ALIGN=LEFT | medium retreat behavior; values as above
|-
|-
| BGCOLOR="#64AAAA" | 02 00 00 00
| BGCOLOR="#64AAAA" | 02 00 00 00
| 2
| 2
| ALIGN=LEFT | long retreat behavior
| ALIGN=LEFT | long retreat behavior; values as above
|-
|-
| BGCOLOR="#EBEBEB" | 00 00 F0 42
| BGCOLOR="#EBEBEB" | 00 00 F0 42
Line 84: Line 128:
| BGCOLOR="#8C8CCC" | 01 00 00 00
| BGCOLOR="#8C8CCC" | 01 00 00 00
| 1
| 1
| ALIGN=LEFT | melee overide; when 1 or higher, AI automatically switches from gunfire to melee on short distance
| ALIGN=LEFT | melee overide; when 1 or higher, AI automatically switches from gunfire to melee on short distance; the following values are possible (values in dec):<BR>&nbsp;<BR>0 - no<BR>1 - if punched<BR>2 - (canceled)<BR>3 - short range<BR>4 - medium range<BR>5 - always melee<BR>&nbsp;
|-
|-
| BGCOLOR="#FF00C8" | 00 00 00 00
| BGCOLOR="#FF00C8" | 00 00 00 00

Revision as of 09:52, 4 September 2006

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




bin_r_cb.gif


Raw hex Value Meaning
54 42 4D 43 TBMC combat
70 01 00 00 368 unknown
00 00 00 00 0 unknown
13 55 5F C3 -223.332321 x-position of ???
D4 A8 8E 41 17.832436 y-position (height) of ???
C3 05 E9 C2 -116.511253 z-position of ???
00 00 00 00 0.000000 rotation on the x-axis in degrees
00 00 00 00 0.000000 rotation on the y-axis in degrees
00 00 00 00 0.000000 rotation on the z-axis in degrees
Stand_and_Fire space for notes
00 00 00 00 0 combat ID (looked up from CJBOCharacter.BINA)
02 00 00 00 2 long range behavior; the following behavior values are possible (values in dec):
 
0 -  none
1 -  stare
2 -  hold and fire
3 -  firing charge
4 -  melee
5 -  Barabbas shoot
6 -  Barabbas advance
7 -  Barabbas melee
8 -  Superninja fireball
9 -  Superninja advance
10 -  Superninja melee
11 -  run for alarm (not used in Oni)
12 -  Mutant Muro melee
13 -  Muro thunderbolt

 
02 00 00 00 2 medium range behavior; values as above
02 00 00 00 2 hand to hand behavior (short range behavior); values as above
02 00 00 00 2 medium retreat behavior; values as above
02 00 00 00 2 long retreat behavior; values as above
00 00 F0 42 120.000000 maximal combat range; you can make it visible with the script command ai2_showcombatranges = 1
01 00 00 00 1 melee overide; when 1 or higher, AI automatically switches from gunfire to melee on short distance; the following values are possible (values in dec):
 
0 - no
1 - if punched
2 - (canceled)
3 - short range
4 - medium range
5 - always melee
 
00 00 00 00 0 if no gun; ( when 1, AI tries to run if they don't hold weapon) (when 2, unknown) (when 3 and higher, they stand and seems to have no pathfinding logic)
00 00 20 42 40.000000 minimal combat range; you can make it visible with the script command ai2_showcombatranges = 1
00 00 48 43 200.000000 pursuit distance
58 02 00 00 600 unknown; always the same
84 03 00 00 900 unknown; always the same
58 02 00 00 600 unknown; always the same
B0 04 00 00 1200 unknown
00 00 96 43 300.000000 unknown
00 00 A0 42 80.000000 unknown; always the same
00 00 00 00 0 unknown; always zero
1E 00 00 00 30 unknown; always the same
68 01 00 00 360 unknown; always the same




Blue Box Beta WMDD

bina_combat.gif




Template:OBD TXT



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