OBD:BINA/OBJC/PATR: Difference between revisions

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< OBD:BINA‎ | OBJC
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m (the flags are 'mentioned' inside the exe but they don't appear to work)
m (notes on "move to point", "turn head ...", and unknown '20')
Line 52: Line 52:
::12 - stopped (*)
::12 - stopped (*)


:08 - unknown; (not used in Oni)
:08 - move to point; (not used in Oni); in-game test result: works fine
:09 - unknown; (not used in Oni)
:09 - turn head by X degrees; (not used in Oni); in-game test result: malfunctioning
:10 - move through flag (short, float) - character moves to this flag until he/she has reached the radius border of it
:10 - move through flag (short, float) - character moves to this flag until he/she has reached the radius border of it
:11 - move through point (float, float, float, float) - character moves to this point until he/she has reached the radius border of it; (not used in Oni)
:11 - move through point (float, float, float, float) - character moves to this point until he/she has reached the radius border of it; (not used in Oni)
Line 64: Line 64:
:18 - unkown (nothing follows)
:18 - unkown (nothing follows)
:19 - time + flag + rotation in degrees (short + short + float) - character moves to the flag and when reached he/she looks/aims around for the fixed time
:19 - time + flag + rotation in degrees (short + short + float) - character moves to the flag and when reached he/she looks/aims around for the fixed time
:20 - time follows (short)
:20 - appears to be a duplicate of 21
:21 - patrolscript id follows (short) - function with this id is called up (f.e. id <nowiki>= 1, then called up function =</nowiki> patrolscript0001)
:21 - patrolscript id follows (short) - function with this id is called up (f.e. id <nowiki>= 1, then called up function =</nowiki> patrolscript0001)
:22 - ignore player (byte) - 0 <nowiki>= off; 1 =</nowiki> on
:22 - ignore player (byte) - 0 <nowiki>= off; 1 =</nowiki> on

Revision as of 18:57, 10 December 2010

ONI BINARY DATA
AKVA << Other file types >> CBPI
BINA : Binary data
TMBD << Other BINA >> ONIE
OBJC : Objects
PART << Other OBJC >> PWRU
PATR : Patrol path
XML tutorial
Overview @ Oni Stuff
OBD.png


Bin r pp.gif


Offset Type Raw Hex Value Description
0x00 char[4] 43 4A 42 4F OBJC object collection
0x04 int32 B4 1F 00 00 8116 size of the complete patrol path part from this postion in bytes
0x08 int32 27 00 00 00 39 object collection version
0x0C int32 78 00 00 00 120 size of the following element in bytes
First element (black outline)
0x00 char[4] 52 54 41 50 PATR patrol path
0x04 int32 6F 1A 00 00 6767 old file ID
0x08 int32 00 00 00 00 0 unknown
0x0C float 08 AB 20 44 642.672363 x-position of the patrol path start point
0x10 float E7 26 87 41 16.893995 y-position (height) of the patrol path start point
0x14 float 6C CD BD C3 -379.604858 z-position of the patrol path start point
0x18 float 00 00 00 00 0.000000 rotation on the x-axis in degrees
0x1C float 00 00 00 00 0.000000 rotation on the y-axis in degrees
0x20 float 00 00 00 00 0.000000 rotation on the z-axis in degrees
0x24 char[32] Floor1_Stk_1 patrol path name
0x44 int32 04 00 00 00 4 number of path points (grey outline)
0x48 int16 00 00 0 patrol path ID
0x4A int16 01 00 1 "return to nearest"?
First path point (grey outline)
0x00 int32 13 00 00 00 19 path point type; the following types are possible (values in dec):


00 - move to flag (short)
01 - stop (nothing); (not used in Oni)
02 - pause in frames (long)
03 - look at flag (short)
04 - look at point (float, float, float); (not used in Oni)
05 - move and face to flag (short)
06 - run path in a loop (nothing)
07 - movement mode (long) - the following values are possible:
0 - by alert level
1 - stop
2 - crouch
3 - creep
4 - walk - no aim
5 - walk
6 - run - no aim
7 - run
8 - forwards (* doesn't respond to ai2_setmovementmode and can make Oni crash when used in the patrol path file)
9 - backwards (*)
10 - left (*)
11 - right (*)
12 - stopped (*)
08 - move to point; (not used in Oni); in-game test result: works fine
09 - turn head by X degrees; (not used in Oni); in-game test result: malfunctioning
10 - move through flag (short, float) - character moves to this flag until he/she has reached the radius border of it
11 - move through point (float, float, float, float) - character moves to this point until he/she has reached the radius border of it; (not used in Oni)
12 - stop looking (nothing)
13 - free facing?; used only once
14 - glance at flag for ... frames (short + long) - character looks (rotates only the head) to the flag for the fixed time
15 - move near flag (short + float) - character moves to this flag until he/she has reached the radius border of it
16 - run path in a loop from block number (long) - runs the complete path once; after that it loops the path from the block number to the end (note that the block number of the first block is zero and not one)
17 - time + rotation (short + float) - character looks/aims around for the fixed time
18 - unkown (nothing follows)
19 - time + flag + rotation in degrees (short + short + float) - character moves to the flag and when reached he/she looks/aims around for the fixed time
20 - appears to be a duplicate of 21
21 - patrolscript id follows (short) - function with this id is called up (f.e. id = 1, then called up function = patrolscript0001)
22 - ignore player (byte) - 0 = off; 1 = on
23 - flag + time + firing spread in degrees (short + short + float) - character faces to to the flag and fires his/her weapon for the fixed time


0x04 int16 58 02 600 sleep time in 1/60 seconds
0x06 int16 CB 00 203 flag ID
0x08 float 00 00 A0 42 80.000000 look around angle in degrees


Path points
A path can have at most 64 points.


Bluebox screenshots

300_edit_paths.png


301_edit_path.png


302_edit_path_point.png


ONI BINARY DATA
AKVA << Other file types >> CBPI
BINA : Binary data
TMBD << Other BINA >> ONIE
OBJC : Objects
PART << Other OBJC >> PWRU
PATR : Patrol path
[[OBD:File types/{{{family}}}|{{{family}}} file]]