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HexTranslationMeaning
43 4A 42 4FOBJCobject collection
B4 1F 00 0081168116 bytes is the length of the following patrol path part from this position
27 00 00 0039unknown; do not change it
78 00 00 00120120 bytes (7.5 lines) is the lenght of the following package (area edged in black)
Below follows the first package.
52 54 41 50PATRpatrol
6F 1A 00 006767old file ID
00 00 00 000unknown
08 AB 20 44642.672363x-position of the patrol path start point
E7 26 87 4116.893995y-position (height) of the patrol path start point
6C CD BD C3-379.604858z-position of the patrol path start point
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
Floor1_Stk_1patrol path name
04 00 00 004amount of blocks which follow
00 000patrol path ID
01 001return to nearest path (0 = no, 1 = yes)
Below follows the first block. It's a part of the package.
13 00 00 0019block option ID; the following block option IDs are used (values in dec):

0 - move to flag (short)
1 - stop (nothing); (not used in Oni)
2 - pause in frames (long)
3 - look at flag (short)
4 - look at point (float, float, float); (not used in Oni)
5 - move and face to flag (short)
6 - run path in a loop (nothing)
7 - movement mode (long) - the following movement modes are possible:

0 - walk in firing position
3 - walk crouch in firing position
4 - walk relaxed (weapon down)
5 - walk in firing position (the same as 0)
6 - run relaxed (weapon down)
7 - run in firing position

Don't use other numbers. Oni will crash.
 

8 - (not used in Oni)
9 - (not used in Oni)
10 - move through flag (short, float); character moves to this flag until he/she has reached the radius border of it
11 - move through point (float, float, float); (not used in Oni)
12 - stop looking (nothing)
13 - free facing (nothing); used only once
14 - glance at flag for ... frames (short + long) - character looks (rotates only the head) to the flag for the fixed time
15 - move near flag (short + float) - character moves to this flag until he/she has reached the radius border of it
16 - run path in a loop from block number (long) - runs the complete path once; after that it loops the path from the block number to the end (note that the block number of the first block is zero and not one)
17 - time + rotation in degrees (short + float) - character looks/aims around for the fixed time
18 - unkown (nothing follows)
19 - time + flag + rotation in degrees (short + short + float) - character moves to the flag and when reached he/she looks/aims around for the fixed time
20 - time follows (short)
21 - patrolscript follows (short) - function with this id is called up (f.e. id = 1, called up function = patrolscript0001)
22 - ignore player (byte) - 0 = off; 1 = on
23 - flag + time + firing spread in degrees (short + short + float) - character faces to to the flag and fires his/her weapon for the fixed time (doesn't work on stairways)

58 02600sleep time in 1/60 seconds
CB 00203flag ID
00 00 A0 4280.000000look around angle in degrees


Here you can download the complete overview of all patrol paths as a text file (175 kb).
Copy it to a spreadsheet calculation program like Excel.

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