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HexTranslationMeaning
43 4A 42 4FOBJCobject collection
B0 0D 00 00356283504 bytes is the length of the following combat part from this position
27 00 00 0039unknown; do not change it
B4 00 00 00180180 bytes (11.25 lines) is the lenght of the following package (area edged in black)
Below follows the first package.
54 42 4D 43TBMCcombat
70 01 00 00368old file ID
00 00 00 000unknown
13 55 5F C3-223.332321x-position of ???
D4 A8 8E 4117.832436y-position (height) of ???
C3 05 E9 C2-116.511253z-position of ???
00 00 00 000.000000rotation on the x-axis in degrees
00 00 00 000.000000rotation on the y-axis in degrees
00 00 00 000.000000rotation on the z-axis in degrees
Stand_and_Firecombat name (notes)
00 00 00 000combat ID
Below follows the behavior part.
02 00 00 002long range behavior; the following behavior values are possible (values in dec):

0 - nothing
1 - stare
2 - hold and fire
3 - firing charge
4 - melee
5 - Barabbas shoot
6 - Barabbas advance
7 - Barabbas melee
8 - Superninja fireball
9 - Superninja advance
10 - Superninja melee
11 - run for alarm (not used in Oni)
12 - Mutant Muro melee
13 - Muro thunderbolt

(Thanks to Loser for his help.)

02 00 00 002medium range behavior; values as above (Thanks to Loser for his help.)
02 00 00 002short range behavior; values as above (Thanks to Loser for his help.)
02 00 00 002medium retreat behavior; values as above (Thanks to Loser for his help.)
02 00 00 002long retreat behavior; values as above (Thanks to Loser for his help.)
Below follows the combat part.
00 00 F0 42120.000000medium combat range; you can make it visible with the script command ai2_showcombatranges = 1
01 00 00 001melee override; if value is higher than zero, the AI switches automatically from gunfire to melee on short distance; the following values are possible (values in dec):

0 - no
1 - if punched
2 - (canceled)
3 - short range
4 - medium range
5 - always melee

(Thanks to Loser for his help.)

00 00 00 000if no gun; the following values are possible (values in dec):

0 - melee
1 - retreat
2 - run to alarm

(Thanks to Loser for his help.)

00 00 20 4240.000000short combat range; you can make it visible with the script command ai2_showcombatranges = 1
00 00 48 43200.000000pursuit distance
Below follows the non-combatant part.
58 02 00 00600panic hurt (time in 1/60 seconds)
84 03 00 00900panic gunfire (time in 1/60 seconds)
58 02 00 00600panic melee (time in 1/60 seconds)
B0 04 00 001200panic sight (time in 1/60 seconds)
Below follows the alarm part.
00 00 96 43300.000000unknown
00 00 A0 4280.000000unknown; always the same
00 00 00 000unknown; always zero
1E 00 00 0030unknown; always the same
68 01 00 00360unknown; always the same


Here you can download the complete overview of all combats as a text file (2 kb).
Copy it to a spreadsheet calculation program like Excel.

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