OBD:BINA/OBJC/CMBT: Difference between revisions

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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]])
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#808080"
| COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Below follows the behavior part.</FONT>
|- VALIGN=TOP
|- VALIGN=TOP
| BGCOLOR="#C87C64" | 02 00 00 00
| BGCOLOR="#C87C64" | 02 00 00 00
Line 121: Line 123:
| 2
| 2
| ALIGN=LEFT | long retreat behavior; values as above
| ALIGN=LEFT | long retreat behavior; values as above
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#808080"
| COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Below follows the combat part.</FONT>
|-
|-
| BGCOLOR="#EBEBEB" | 00 00 F0 42
| BGCOLOR="#EBEBEB" | 00 00 F0 42
| 120.000000
| 120.000000
| ALIGN=LEFT | maximal combat range; you can make it visible with the script command <FONT COLOR="#0000FF">ai2_showcombatranges = 1</FONT>
| ALIGN=LEFT | maximal combat range; you can make it visible with the script command <FONT COLOR="#0000FF">ai2_showcombatranges = 1</FONT>
|-
|- VALIGN=TOP
| 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; 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;
| 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;
|-
|- VALIGN=TOP
| BGCOLOR="#FF00C8" | 00 00 00 00
| BGCOLOR="#FF00C8" | 00 00 00 00
| 0
| 0
| ALIGN=LEFT | 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)
| ALIGN=LEFT | 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); the following values are possible (values in dec):<BR>&nbsp;<BR>0 - melee<BR>1 - retreat<BR>2 - run to alarm<BR>&nbsp;
|-
|-
| BGCOLOR="#F0F096" | 00 00 20 42
| BGCOLOR="#F0F096" | 00 00 20 42
Line 141: Line 145:
| 200.000000
| 200.000000
| ALIGN=LEFT | pursuit distance
| ALIGN=LEFT | pursuit distance
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#808080"
| COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Below follows the non-combatant part.</FONT>
|-
|-
| BGCOLOR="#00C8FF" | 58 02 00 00
| BGCOLOR="#00C8FF" | 58 02 00 00
| 600
| 600
| ALIGN=LEFT | unknown; always the same
| ALIGN=LEFT | panic hurt (time in 1/60 seconds)
|-
|-
| BGCOLOR="#00C8FF" | 84 03 00 00
| BGCOLOR="#00C8FF" | 84 03 00 00
| 900
| 900
| ALIGN=LEFT | unknown; always the same
| ALIGN=LEFT | panic gunfire (time in 1/60 seconds)
|-
|-
| BGCOLOR="#00C8FF" | 58 02 00 00
| BGCOLOR="#00C8FF" | 58 02 00 00
| 600
| 600
| ALIGN=LEFT | unknown; always the same
| ALIGN=LEFT | panic melee (time in 1/60 seconds)
|-
|-
| BGCOLOR="#00C8FF" | B0 04 00 00
| BGCOLOR="#00C8FF" | B0 04 00 00
| 1200
| 1200
| ALIGN=LEFT | unknown
| ALIGN=LEFT | panic sight (time in 1/60 seconds)
|- ALIGN=CENTER VALIGN=TOP BGCOLOR="#808080"
| COLSPAN=3 | <FONT SIZE=2 COLOR="#FFFFFF">Below follows the alarm part.</FONT>
|-
|-
| BGCOLOR="#C80040" | 00 00 96 43
| BGCOLOR="#C80040" | 00 00 96 43

Revision as of 10:03, 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)
Below follows the behavior part.
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
Below follows the combat part.
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); the following values are possible (values in dec):
 
0 - melee
1 - retreat
2 - run to alarm
 
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
Below follows the non-combatant part.
58 02 00 00 600 panic hurt (time in 1/60 seconds)
84 03 00 00 900 panic gunfire (time in 1/60 seconds)
58 02 00 00 600 panic melee (time in 1/60 seconds)
B0 04 00 00 1200 panic sight (time in 1/60 seconds)
Below follows the alarm part.
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]]