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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
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