OBD:BINA/OBJC/PATR

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< OBD:BINA‎ | OBJC
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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 unknown; do not change it
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 amount of elements in array (grey outline)
0x48 int16 00 00 0 patrol path ID
0x4A int16 01 00 1 unknown
First element (grey outline)
0x00 int32 13 00 00 00 19 option ID; the following IDs 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 movement modes are possible (Don't use other numbers. Oni will crash.):


0 - walk in firing position
3 - walk crouch in firing position
4 - walk relaxed (weapon down)
5 - walk in firing position (the same as 0)
6 - run relaxed (weapon down)
7 - run in firing position


08 - unknown; (not used in Oni)
09 - unknown; (not used in Oni)
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 - time follows (short)
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 unknown; character roation on the y-axis in degrees?


Bluebox screenshots

300_edit_paths.jpg


301_edit_path.jpg


302_edit_path_point.jpg


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]]