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  • ...damage type determines how a character reacts to a [[OBD:BINA/PAR3|PAR3]] particle which utilizes DamageBlast or DamageChar. ...it eventually drops to 0 if the character is no longer being hit with the particle. If the value in the sum variable exceeds 100 AND the target character has
    8 KB (1,193 words) - 18:51, 29 February 2024
  • ...3_show_env_collision,p3_spawn,p3_startall,p3_stopall,p3_writeusedparticles,particle,particle_temp_kill,particle_temp_start,particle_temp_stop</onlyinclude>
    427 bytes (61 words) - 16:02, 21 December 2015

Page text matches

  • ...R>[[OBD:TRAM/raw0x28|footstep part]] &nbsp;<<&nbsp; '''[[OBD:TRAM|TRAM]] - particle part''' &nbsp;>>&nbsp; [[OBD:TRAM/raw0x30|position part]]</CENTER> {{OBDtr| 0x00 | int16 |FFC8C8| 00 00 | 0 | starting frame for particle }}
    1 KB (159 words) - 22:59, 26 October 2023
  • {{XML_OBJC_Header | prev=NEUT | type=PART | next=PATR | name=Particle}} ...given name, but only the first one of that name, so don't double-spawn the particle:
    4 KB (546 words) - 01:14, 3 April 2021
  • {{OBD OBJC Header | align=center | type=PART | prev=NEUT | next=PATR | name=Particle | stuff=b_pa}} ...| 0x04 | int32 |FFFF00| 80 C1 00 00 | 49536 | size of the complete particle part from this position in bytes }}
    2 KB (248 words) - 21:19, 9 December 2023
  • {{OBD_File_Header | type=ONCP | prev=ONCC | next=ONCV | name=Oni Character Particle Array | family=Character | align=center}} {{OBDtr2|0x00 | char[16] |FFC8C8| acid | particle name (referenced by [[OBD:TRAM/raw0x2C|TRAM particles]]) }}
    3 KB (409 words) - 09:02, 14 October 2010
  • ...'''[[OBD:TRAM|TRAM]] - footstep part''' &nbsp;>>&nbsp; [[OBD:TRAM/raw0x2C|particle part]]</CENTER> ...'''[[OBD:TRAM|TRAM]] - footstep part''' &nbsp;>>&nbsp; [[OBD:TRAM/raw0x2C|particle part]]</CENTER>
    599 bytes (88 words) - 00:28, 18 July 2010
  • {{OBDtr2|0x00 | char[64] |FFC8C8| envp_lock1_locklight01 | particle name }} ...0x40 | float |FFFFC8| BA E1 20 44 | 643.526977 | x-position of the particle }}
    1 KB (187 words) - 21:28, 9 December 2023
  • ...3_show_env_collision,p3_spawn,p3_startall,p3_stopall,p3_writeusedparticles,particle,particle_temp_kill,particle_temp_start,particle_temp_stop</onlyinclude>
    427 bytes (61 words) - 16:02, 21 December 2015
  • * break down one Daodan particle system, show by word and image what particle does what ==Daodan particle==
    7 KB (798 words) - 19:16, 6 December 2023
  • {{OBD_File_Header | type=ENVP | prev=DPge | next=FILM | name=Env Particle Array | family=Level | align=center}} {{OBDtr2|0x00 | char[64] |FFC8C8| locklight | particle type name (reference to 06079-3RAPlocklight.[[OBD:BINA/PAR3|BINA]] of level
    2 KB (285 words) - 07:23, 29 September 2022
  • <CENTER>[[OBD:TRAM/raw0x2C|particle part]] &nbsp;<<&nbsp; '''[[OBD:TRAM|TRAM]] - position part''' &nbsp;>>&nbsp <CENTER>[[OBD:TRAM/raw0x2C|particle part]] &nbsp;<<&nbsp; '''[[OBD:TRAM|TRAM]] - position part''' &nbsp;>>&nbsp
    1 KB (168 words) - 21:16, 30 January 2022
  • '''Particle - Wall collision''' *this is always point-quad collision (the point is the position of the particle)
    3 KB (501 words) - 22:00, 4 January 2017
  • ==Particle table== {{OBDtr| 0x00 | char[64] |FFC8C8| 77 31 30... | w10_sni_x02| particle name (06193-3RAPw10_sni_x02.[[OBD:BINA/PAR3|BINA]]) }}
    5 KB (688 words) - 23:45, 8 December 2023
  • ...tings,HUD management,Input settings,Inventory management,Obsolete commands,Particle management,Script debugging,Sound debugging,Sound playing,Text output,Trigg
    691 bytes (82 words) - 16:59, 21 December 2015
  • ||59||Chop Particle|| || || || || || || || ||62||Unhide Particle|| || || || || || || ||
    8 KB (882 words) - 16:48, 14 October 2021
  • ...Dtr| 0x0C | float |C8FFFF| B6 52 7E C3 | -254.323090| x-position of the particle }} ...| float |C8FFFF| F3 14 A5 42 | 82.540916 | y-position (height) of the particle }}
    3 KB (437 words) - 21:22, 9 December 2023
  • ***[[OBD:ENVP|ENVP]] Env Particle Array **ENVP Env Particle Array
    9 KB (1,513 words) - 19:31, 9 December 2023
  • [[particle]] auto1 start particle auto1fire start
    20 KB (2,796 words) - 18:11, 28 April 2013
  • ...tc. Loose particles are normally added to the level's [[XML:BINA/OBJC/PART|particle collection]]. | Particle name for BSL commands. For some reason an underscore "_" will be added to t
    6 KB (721 words) - 01:19, 20 November 2023
  • |[[OBD:BINA/OBJC/PART|PART]]<BR>Particle !COLSPAN=8|[[OBD:BINA/PAR3|PAR3]]: 3D Particle
    6 KB (914 words) - 01:57, 8 December 2023
  • particle griffin_locklight01 do start particle door42_locklight01 do start
    31 KB (4,254 words) - 21:33, 1 March 2013
  • particle griffin_locklight01 do start particle door42_locklight01 do start
    32 KB (4,279 words) - 21:33, 1 March 2013
  • :0x08 - particle
    1 KB (208 words) - 00:18, 18 July 2010
  • **[[OBD:ONCP|ONCP]] Oni Character Particle Array ''(unnamed)'' |Particle Array
    4 KB (641 words) - 18:28, 9 December 2023
  • ...s weapons and ammo onto the desk in the last room (accompanied by a unique particle effect).
    2 KB (249 words) - 17:42, 6 April 2023
  • : NoCollision (no character collision, no particle collision) : NoObjectCollision (no particle collision)
    9 KB (1,141 words) - 01:17, 20 November 2023
  • particle zombiespark pulse particle zombient start
    11 KB (1,315 words) - 21:34, 1 March 2013
  • particle zombiespark pulse particle zombient start
    11 KB (1,319 words) - 21:34, 1 March 2013
  • <Particle Name="''particle_file_name''"> </Particle>
    52 KB (6,162 words) - 20:04, 13 December 2023
  • {{OBD BINA Header|prev=ONIE|type=PAR3|next=SABD|name=3D Particle|onistuff=b_3d}} Particle dialogs: http://ssg.oni2.net/subfold/bluebox/3d-part.htm
    25 KB (3,313 words) - 23:44, 8 December 2023
  • |[[OBD:BINA/OBJC/PART|PART]]||Particle||BINACJBO'''Particle'''
    4 KB (575 words) - 23:45, 8 December 2023
  • : This is what defines particle orientation, stretching, etc. See [[OBD:CRSA|CRSA]] for details. ...e transformation matrix (xx xy xz yx yy yz zx zy zz + x y z offset) of the particle to the weapon.
    14 KB (2,128 words) - 16:54, 6 March 2024
  • <Particle Name="glass_shard"> </Particle>
    9 KB (966 words) - 22:08, 7 May 2022
  • |3D Particle
    2 KB (305 words) - 16:24, 9 December 2023
  • ;Particle array (see [[ONWC]]) :The particle elements are not exactly the same as in ONWC (4 bytes shorter)
    11 KB (1,431 words) - 21:38, 9 December 2023
  • Of course, jetpacking as Barabas will look nicer if you add the "rocket" particle to selected TRAMs (actually, it works and looks quite nice) but that will b Here you can get [http://gumby.oni2.net/barabus%20particles.zip such particle.]
    5 KB (832 words) - 01:44, 5 March 2023
  • +-- particle n (multiple (n) particle possible) While ONIA requires TRAM particle links, the other H2H impacts do not.
    29 KB (3,992 words) - 18:06, 9 October 2023
  • |Env Particle Array |Oni Character Particle Array
    11 KB (1,616 words) - 19:33, 9 December 2023
  • *There are 7 [[particle damage types]].
    2 KB (323 words) - 19:53, 19 December 2023
  • : These "Environment Particle" are traditionally only used for door lock lights and particles used by [[X | <Particle>
    20 KB (2,554 words) - 18:07, 9 December 2023
  • * particle scripting ===Particle editor===
    12 KB (1,865 words) - 23:27, 9 April 2023
  • ...damage type determines how a character reacts to a [[OBD:BINA/PAR3|PAR3]] particle which utilizes DamageBlast or DamageChar. ...it eventually drops to 0 if the character is no longer being hit with the particle. If the value in the sum variable exceeds 100 AND the target character has
    8 KB (1,193 words) - 18:51, 29 February 2024
  • ==0x1D8 to 0x6D7 - Weapon particle array== Every ONWC has 16 particle slots (80 at 0x50 bytes each). The number of slots actually used by the wea
    17 KB (2,334 words) - 16:52, 6 March 2024
  • :groups non-damaging env/OBJC collisions, env/PAR3 (particle) collisions, and especially env/CHAR collisions
    4 KB (575 words) - 20:14, 6 December 2023
  • [[Image:Tool Mode - Edit Particle Class.jpg|300px|right]]
    3 KB (592 words) - 23:27, 26 December 2023
  • ...a "super punch" technique which, unlike their generic counterparts, has a particle effect and a "Static Fist!" voiceover. They don't have a crowd-clearing mov
    3 KB (494 words) - 03:03, 2 January 2022
  • ...ap particle sorting issue 1.jpg|HERE]] for why we do and [[:Image:Lightmap particle sorting issue 2.jpg|HERE]] for why we shouldn't.
    9 KB (1,430 words) - 17:40, 12 December 2023
  • ...ies of recurrent textures are character textures, environment textures and particle textures. (Fail screens are also shared across levels.)
    4 KB (610 words) - 09:46, 15 July 2021
  • *Swapped particle tracks (flashier combos)
    4 KB (543 words) - 14:22, 23 February 2021
  • ...the engine's projectile awareness code, and the AE will fix the Mad Bomber particle as part of its core mods. You need to export the particle named "BINA3RAPmad_p04" to an XML file (back it up before making any change
    9 KB (1,381 words) - 00:44, 11 October 2016
  • ...beam is made of '''w12_ba2''' particles and the grenade is a '''w11_ba1''' particle. | [[#ONCP: Oni Character Particle (Array)|ONCP]] instance number (#N)
    33 KB (4,606 words) - 02:34, 26 October 2023
  • ...xplosion of the ramp in the airport. Now, instead of creating an explosion particle and deleting the ramp, Oni just prints that message. Seemingly one could us
    4 KB (749 words) - 12:21, 13 July 2023
  • ...ashes which show the character's health status when hit (as for the "snap" particle files, they also use <UseSpecialTint>).
    6 KB (813 words) - 19:16, 27 March 2021
  • ...and 2048 in another),<br />preventing mods from crashing Oni with too many particle classes
    9 KB (1,570 words) - 19:36, 2 July 2022
  • ...by hand from an old ONLV (ENVP instance) to a) a new ONLV or b) to an OBJC particle file.
    5 KB (796 words) - 16:13, 12 November 2023
  • ...beam is made of '''w12_ba2''' particles and the grenade is a '''w11_ba1''' particle. {{OBDtr2|0xBF4 | char[64] |71FFB8| unused | special death particle; only the Mad Bomber uses it }}
    27 KB (3,548 words) - 19:08, 29 February 2024
  • ...ue to hardware limitations of this graphics card. This may include certain particle effects and UI elements.
    5 KB (838 words) - 19:04, 3 August 2020
  • Let's say you want to add a new glass particle to the SWAT Griffin ONCC. Let's say you want to remove the glass particle from the SWAT Griffin ONCC.
    32 KB (3,170 words) - 12:20, 5 April 2021
  • | Particle file name without file prefix BINA3RAP and suffix .oni
    8 KB (1,037 words) - 17:38, 21 February 2022
  • * FURN particle not yet supported by export
    5 KB (812 words) - 21:55, 2 July 2022
  • :0x00 '''01''' 00 00 - animation time: add local (particle) time (see below) ...me and animation speed. For textures that are used by particles the local (particle) time can be used either to replace or offset the game time.
    26 KB (3,876 words) - 01:58, 8 December 2023
  • :Concept artist, Object modeling and texturing, Particle system artist, 2D artist
    7 KB (988 words) - 20:29, 24 December 2023
  • ...n because of the appearance of the projectile it shoots, but it's the same particle as Mukade's "Devilstar" attack ("sni" stands for "superninja").
    6 KB (1,071 words) - 16:04, 21 December 2015
  • ;Particle System Art ;Particle Engineering
    10 KB (1,534 words) - 17:48, 11 February 2024
  • |align=left|Particle dodging
    6 KB (886 words) - 19:45, 2 July 2022
  • *[[TRAM]] (particle part)
    6 KB (907 words) - 20:07, 7 March 2021
  • ;May 2009:Particle dodging
    8 KB (1,208 words) - 21:31, 11 June 2017
  • ...heats deal with levels, characters, AI, weapons, inventory, animations and particle. So it's a good overview. |needs health, particle and daodan system
    15 KB (2,391 words) - 20:39, 23 June 2020
  • *Crashes from missing textures, missing level files, and excessive particle classes.
    8 KB (1,256 words) - 23:19, 30 March 2023
  • ...alth bar in the HUD but also hit flashes when striking enemies and for any particle that uses the "special tint" flag (e.g. Barabas' regeneration particles). T
    8 KB (1,111 words) - 21:41, 9 December 2023
  • |No particle effects.
    8 KB (1,376 words) - 13:25, 22 June 2022
  • ...FFFFC8| 00 B9 80 00 | 0x0080B900 | .raw-address of the [[OBD:TRAM/raw0x2C|particle data]] (trails, dust, etc.) }} {{OBDtr2|0x140 | char[16] |FFCD96| konflash1 | impact particle name (reference to 01018-.[[OBD:ONIA|ONIA]], which is called up in the [[OB
    41 KB (6,279 words) - 22:33, 27 October 2023
  • * Metadata or "header": animation type, state, flags, particle, sounds, etc. ...another, the <ToState> is used. Let's say an SBG grenade hits Konoko. The particle's '''damage type''' is '''blownup'''; this and the direction of the incomin
    60 KB (8,825 words) - 19:01, 29 February 2024
  • ===particle=== *p3_killnearest - kills the nearest P3 particle
    44 KB (7,703 words) - 19:12, 29 February 2024
  • ...ios we need to build a new transform matrix, e.g. when making a new weapon particle emitter. The first 9 values belong to a 3x3 rotation matrix. The last 3 val
    11 KB (1,543 words) - 15:47, 6 January 2024
  • ** weapon particle
    8 KB (1,230 words) - 19:23, 2 July 2022
  • |A type of particle which can be spawned in the game, used by weapons to deal damage, used for {{XMLtype|BINA/OBJC/PART|Particle
    24 KB (3,891 words) - 16:26, 11 February 2024
  • |Display particle performance |Lock particle performance display
    22 KB (3,498 words) - 15:44, 6 December 2023
  • |"prints debugging info about weapon particle events"||OK |"draws particle / environment collisions"||OK
    26 KB (4,055 words) - 20:16, 15 April 2023
  • ...have be re-written. But everything else should be supported by the engine. Particle, trigger volumes, wide environments, details characters. What else could yo * particle (attachable to env, weap, char)
    53 KB (8,102 words) - 14:47, 24 March 2024
  • ...ull of character and atmosphere. Graffiti textures, cool smoke effects and particle effects. Dark comic book characters. Choose playing style, two-fisted actio
    11 KB (1,750 words) - 00:46, 31 August 2011
  • :* -help enums now lists particle related values The particle are still a bit too big. Here are the files and screenshots. (Only converte
    42 KB (6,309 words) - 20:13, 26 June 2022
  • ...used by impact effects ([[ONIE]]), and a danger sound type can be set in a particle's as part of its "danger radius". ...ample is a workaround for AIs to get alerted by dead bodies: set the death particle in the ONCC to emit a custom impact effect. That impact effect will have no
    83 KB (14,177 words) - 19:32, 29 February 2024
  • ...r the result of the Security Guard's PSP stream impacting the Striker or a particle formerly attached to the Cannonball Roll. .... The yellow blob in the distant top-left corner is probably a relic flame particle that's still in the game, but drawn incorrectly due to a graphics bug.
    33 KB (5,302 words) - 20:15, 19 December 2023
  • ...because the animated characters needed a bigger cam radius. That means no particle and lab as location again. There I tried the triangle thing (cam rotates in
    15 KB (2,476 words) - 15:58, 2 August 2020
  • ...rimposed logo. Smoother-looking particle textures and relocated dish_pulse particle by Gumby. (don't forget to add the particle to the TRAM)
    59 KB (9,968 words) - 17:22, 8 April 2023
  • ' check for particle logmessage "no particle present"
    73 KB (10,328 words) - 16:20, 28 September 2023
  • *There was a hope early on that the particle system would allow for water physics, as mentioned in [http://web.archive.o
    17 KB (2,757 words) - 15:15, 5 May 2024
  • ...mport with any vertex shading'''. Only their '''geometries''', attached '''particle''' and '''gunk flags''' get copied into final (baked) level geometry. : [[XML:BINA/OBJC/PART|Particle.xml]]
    62 KB (8,898 words) - 14:42, 3 February 2024
  • '''Particle files -''' files ending in '''.ptx''', found in '''Settings/'''
    22 KB (3,428 words) - 19:26, 23 January 2020
  • ...would we have to change an ONCC setting or change a setting for the weapon particle, to make the gun's sound radius larger? --'''Iritscen'''
    26 KB (4,552 words) - 20:14, 19 December 2023
  • ...like AI, sophisticated melee combat, realistic level architecture, complex particle dynamics, battles with a large mech (the "Iron Demon") and multiplayer capa
    35 KB (5,556 words) - 15:23, 5 May 2024
  • * Majorana particle (Topological QC) ...e to be constructed from scratch and the underlying logic rests on fragile particle states such as entanglement.
    244 KB (37,757 words) - 17:45, 3 May 2024
  • ...nter watched it with little interest. “Looks like he’s preparing a massive particle blast. If his ship’s BEC storage is filled with antimatter he could produ
    53 KB (9,116 words) - 15:25, 31 March 2021
  • Mass is condensed space/energy. Particle dissolve over time: e.g. radioactive decays. Black holes shrink while emitt Imagine a plank space as a gate or hole. When a particle tries to go through it experiences a delay:
    252 KB (38,997 words) - 16:21, 14 April 2024
  • ...gates there were disinfection means. A soft-and-yet-strong blazing rain of particle beams was fired from all directions. The cold plasma shined bluish and kill
    179 KB (31,163 words) - 17:57, 3 March 2024