OBD:TRAM/raw0x24: Difference between revisions

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(one less unknown field to worry about...)
(throws fully explored ^_^)
Line 11: Line 11:
{{OBDth}}
{{OBDth}}
{{OBDtrBK}}
{{OBDtrBK}}
{{OBDtr| 0x00 | float |FFC8C8| 8A 39 2C BF | -0.672752 | unknown }}
{{OBDtr| 0x00 | float |FFC8C8| 8A 39 2C BF | -0.672752 | X-axis victim adjustment; see below for info
{{OBDtr| 0x04 | float |FFFFC8| 10 39 B4 3F | 0.793839  | unknown }}
X+ is left, X- is right }}
{{OBDtr| 0x08 | float |C8FFC8| 44 2D 1C 41 | 9.761051  | unknown }}
{{OBDtr| 0x04 | float |FFFFC8| 10 39 B4 3F | 0.793839  | Y-axis victim adjustment; see below for info
{{OBDtr| 0x0C | float |C8FFFF| DB 0F 49 40 | 3.141592  | unknown (3.141 <nowiki>=</nowiki> pi) }}
Y+ is up, Y- is down }}
{{OBDtr| 0x10 | float |FFC8FF| 00 00 40 41 | 12.000000 | throw distance }}
{{OBDtr| 0x08 | float |C8FFC8| 44 2D 1C 41 | 9.761051  | Z-axis victim adjustment; see below for info
Z+ is forward, Z- is backward }}
{{OBDtr| 0x0C | float |C8FFFF| DB 0F 49 40 | 3.141592  | angle adjustment; when throw is sucessful, victim is turned around his axis for this angle in order to make throw look good. (3.141 <nowiki>=</nowiki> pi)}}
{{OBDtr| 0x10 | float |FFC8FF| 00 00 40 41 | 12.000000 | throw distance, read below for important notice }}
{{OBDtr| 0x14 | int16 |FFC800| 60 00      | 96        | type / aming type; that's the ID (type) for the animation of the target }}
{{OBDtr| 0x14 | int16 |FFC800| 60 00      | 96        | type / aming type; that's the ID (type) for the animation of the target }}
|}
|}




----
'''Victim axis adjustment:'''
:*When throw is sucessful, these axis adjustments are applied on victim to move ("teleport") him in corresponding way to set some distance between participants so throw looks good. If victim cannot move in some direction (obstacle), then this direction is ignored.
:*Y-axis victim adjustment weirdness: Curious is that if you "lift" enemy (you set high Y+) enemy is lifted '''as if je jumped''', bounding box is lifted! Usually when executing TRAMs, Y+ just stretches bounding box of character, that is why you cannot throw them over fences. But this one lifts character completely. Immediately after this "lift", victim falls down normally, gravitation is not limited for him. Weird, isn't it?
'''Throw distance'''
:*Angle tolerance (how much can participants face away from perfect line and throw still happens) is hardcoded, it is around 45°
:*Beware that if you are setting throw distance, you have to make sure it is same or greater than parent's TRAC's throw distance of the same throw (throw_fw_p for example is in comguy TRAC, and comguy TRAC is inherited by Muro). If you set lower value in child TRAC, you will get bug where parent throw TRAM ocasionally overries child's throw TRAM.
<CENTER>[[OBD:TRAM/raw0x20|shortcut part]] &nbsp;<<&nbsp; '''[[OBD:TRAM|TRAM]] - throw part''' &nbsp;>>&nbsp; [[OBD:TRAM/raw0x28|footstep part]]</CENTER>
<CENTER>[[OBD:TRAM/raw0x20|shortcut part]] &nbsp;<<&nbsp; '''[[OBD:TRAM|TRAM]] - throw part''' &nbsp;>>&nbsp; [[OBD:TRAM/raw0x28|footstep part]]</CENTER>

Revision as of 06:40, 7 September 2008

shortcut part  <<  TRAM - throw part  >>  footstep part


This part belongs to the 01828-KONCOMthrow_fw_p.TRAM file.


Tram r07.gif


Offset Type Raw Hex Value Description
First element (black outline)
0x00 float 8A 39 2C BF -0.672752 X-axis victim adjustment; see below for info

X+ is left, X- is right

0x04 float 10 39 B4 3F 0.793839 Y-axis victim adjustment; see below for info

Y+ is up, Y- is down

0x08 float 44 2D 1C 41 9.761051 Z-axis victim adjustment; see below for info

Z+ is forward, Z- is backward

0x0C float DB 0F 49 40 3.141592 angle adjustment; when throw is sucessful, victim is turned around his axis for this angle in order to make throw look good. (3.141 = pi)
0x10 float 00 00 40 41 12.000000 throw distance, read below for important notice
0x14 int16 60 00 96 type / aming type; that's the ID (type) for the animation of the target



Victim axis adjustment:

  • When throw is sucessful, these axis adjustments are applied on victim to move ("teleport") him in corresponding way to set some distance between participants so throw looks good. If victim cannot move in some direction (obstacle), then this direction is ignored.
  • Y-axis victim adjustment weirdness: Curious is that if you "lift" enemy (you set high Y+) enemy is lifted as if je jumped, bounding box is lifted! Usually when executing TRAMs, Y+ just stretches bounding box of character, that is why you cannot throw them over fences. But this one lifts character completely. Immediately after this "lift", victim falls down normally, gravitation is not limited for him. Weird, isn't it?

Throw distance

  • Angle tolerance (how much can participants face away from perfect line and throw still happens) is hardcoded, it is around 45°
  • Beware that if you are setting throw distance, you have to make sure it is same or greater than parent's TRAC's throw distance of the same throw (throw_fw_p for example is in comguy TRAC, and comguy TRAC is inherited by Muro). If you set lower value in child TRAC, you will get bug where parent throw TRAM ocasionally overries child's throw TRAM.
shortcut part  <<  TRAM - throw part  >>  footstep part