OBD:BINA/OBJC/CMBT

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< OBD:BINA‎ | OBJC
Revision as of 10:31, 17 December 2006 by Loser (talk | contribs)
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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 old file ID
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 Alarm search distance; it seems defunct
00 00 A0 42 80.000000 Alarm enemy ignore distance; see below
00 00 00 00 0 Alarm enemy attack distance; see below
1E 00 00 00 30 Alarm damage treshold; don't exactly know what it is, see below
68 01 00 00 360 Alarm fight timer; same as fight timer in ONCC, but this works while AI is in run for alarm mode



Great yet unused AI alarm mode
Alarm enemy ignore distance- This one specifies ignore range around the AI which is running to do alarm (only way how to achieve AI running for alarm *ai2_doalarm* command as far as I know). Enemies which are inside this range are NOT ignored. Ignored are those outside this range. When AI doesn't ignore it doesn't mean it attacks. It only knows there is someone nearby and it tries to turn with face to the enemy, so it runs in a weird way.
Alarm enemy attack distance- WHY - IT - IS - ZERO??? OK, serious stuff. Really, it is defaultly setted to zero. This thing specifies another range around running-for-alarm AI. When there is enemy inside the range and AI knows about him, it will stop running for alarm and attack him. But, at the same time, AI still keeps in mind that it should run for alarm. So when there is no enemy inside this range, AI continues its way to the specified console.

Note- So if you set *Enemy ignore distance* a bit higher then *Enemy attack distance*, you get what I was searching for (about a half-year)=> Enemy which is running for alarm, but when you get too close, he stops, turns and starts fighting with you. When you are far enough (or dead), it continues ^_^'. You don't know how evil this feature is until you try it itself. ^_-

Alarm damage treshlod- it has something to do with run to alarm abortion, but I don't quite get it. It looks like an amount of damage when AI exits run for alarm state and acts as usual. But damage taken while fighting someone in *Alarm enemy attack distance* doesn't count.

--Loser 11:31, 17 December 2006 (CET)


Blue Box Beta WMDD

bina_combat.gif




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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]]