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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 has8 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
File:Tool dialog - Particle Properties.png (353 × 256 (15 KB)) - 02:00, 7 May 2022File:OFGA streetlights with particle ingame.png (800 × 600 (141 KB)) - 00:47, 5 May 2023File:Character particle lifetime test.jpg (1,024 × 768 (85 KB)) - 02:12, 27 October 2021File:H2H particle violet flash.jpg (1,024 × 768 (74 KB)) - 00:46, 5 May 2023File:Lightmap particle sorting issue 1.jpg (640 × 480 (64 KB)) - 00:47, 5 May 2023File:Tool Mode - Edit Particle Class.jpg ...]] looked like, showing the ability to rotate furniture objects and edit a particle's properties.(1,024 × 768 (206 KB)) - 02:10, 6 May 2022File:Character particle hexagon chenille test.jpg (1,280 × 1,024 (139 KB)) - 02:12, 27 October 2021File:Lightmap particle sorting issue 2.jpg (640 × 480 (62 KB)) - 00:47, 5 May 2023
Page text matches
- ==Particle==770 bytes (102 words) - 20:27, 12 July 2020
File:Tool Mode - Edit Particle Class.jpg ...]] looked like, showing the ability to rotate furniture objects and edit a particle's properties.(1,024 × 768 (206 KB)) - 02:10, 6 May 2022- ...R>[[OBD:TRAM/raw0x28|footstep part]] << '''[[OBD:TRAM|TRAM]] - particle part''' >> [[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''' >> [[OBD:TRAM/raw0x2C|particle part]]</CENTER> ...'''[[OBD:TRAM|TRAM]] - footstep part''' >> [[OBD:TRAM/raw0x2C|particle part]]</CENTER>599 bytes (88 words) - 00:28, 18 July 2010
File:Flame1 test.jpg A test of the existing particle flame1 in the game data.(1,024 × 640 (109 KB)) - 23:24, 11 December 2023- {{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
File:Projectile.png An example of a particle with AI dodge radius (blue sphere). Visible thanks to ai2_showspheres=1. Us(1,024 × 768 (469 KB)) - 15:16, 3 May 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
- ==Notes on particle systems== These particle files are all used by Konoko.5 KB (651 words) - 14:48, 27 March 2021
- * 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 level2 KB (285 words) - 07:23, 29 September 2022
- <CENTER>[[OBD:TRAM/raw0x2C|particle part]] << '''[[OBD:TRAM|TRAM]] - position part''' >>  <CENTER>[[OBD:TRAM/raw0x2C|particle part]] << '''[[OBD:TRAM|TRAM]] - position part''' >> 1 KB (168 words) - 21:16, 30 January 2022
- ==Particle statistics== ==Particle subtype investigation==7 KB (993 words) - 20:25, 28 January 2024
- ;Particle - Wall collision :this is always point-quad collision (the point is the position of the particle)3 KB (499 words) - 16:15, 4 May 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
- :Seems like the flame particle, but without (or with incorrectly created/mapped/used) alpha-channel. The c ::I think that either Mai X is right and it's the game's unused flame particle, or it's possibly a yellow part of a construction crane, because this level3 KB (500 words) - 23:50, 11 December 2023
- I was testing the fix for particle awareness on the Mac and it works. But when I tried to fix the mad bomber ...it. If it doesn't work, there isn't much I can do, you are using the same particle as me. Also, you are sure your AI logic isn't screwing anything up? [[User:4 KB (629 words) - 17:38, 4 May 2022