All ONWC files are 0 byte files. That means that Oni takes the information out of the ONWC files of level 0. Below is an example of an ONWC file of level 0. The first pic shows the beginning of this file. The second pic the end of it.
(Thanks to geyser who figured nearly all about this file out.)
Hex | Translation | Meaning | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
01 75 0E 00 | 3701 | 03701-w1_tap.ONWC | ||||||||||||||||||
01 00 00 00 | 0 | level 0 | ||||||||||||||||||
F5 A4 49 40 | 3.150693 | x-offset of the origin | ||||||||||||||||||
F4 2C A5 3B | 0.005041 | y-offset of the origin | ||||||||||||||||||
21 4E D2 3E | 0.410752 | z-offset of the origin | ||||||||||||||||||
23 A6 7F 3F | 0.998629 | something like the stiffness (try setting it to 0.001 and lower) | ||||||||||||||||||
AA 6C 56 BD | -0.052349 | additional azimuth | ||||||||||||||||||
69 66 AA B7 | -0.000020 | additional elevation | ||||||||||||||||||
00 40 9C 45 | 5000.000000 | maximal length of laser sight vector | ||||||||||||||||||
00 00 FF FF | 0, 0, 255; 255 | laser sight color (blue, green, red); laser sight transparency | ||||||||||||||||||
01 94 05 00 | 1428 | link to 01428-target_1A.TXMP (environment crosshairs texture) | ||||||||||||||||||
FF FF FF 00 | 255, 255, 255; 0 | environment crosshairs background color (blue, green, red); transparency | ||||||||||||||||||
CD CC 4C 3F | 0.800000 | environment crosshairs scale factor | ||||||||||||||||||
01 95 05 00 | 1429 | link to 01429-target_1B.TXMP (character crosshairs texture) | ||||||||||||||||||
FF FF FF 00 | 255, 255, 255; 0 | character crosshairs background color (blue, green, red); transparency | ||||||||||||||||||
CD CC 4C 3F | 0.800000 | character crosshairs scale factor | ||||||||||||||||||
00 00 00 00 | not used | link to a TXMP file (tunnel texture); w8_mbo use it as a complement to the crosshairs; w2_sap, w5_sbg, w7_scc and w9_scr use it with no crosshairs | ||||||||||||||||||
FF FF FF 00 | 255, 255, 255; 0 | tunnel background color (blue, green, red); transparency | ||||||||||||||||||
00 00 80 3F | 1.000000 | tunnel scale factor | ||||||||||||||||||
0F 00 00 00 | 15 | number of tunnel textures | ||||||||||||||||||
00 00 20 41 | 10.000000 | spacing of tunnel textures | ||||||||||||||||||
01 7E 0E 00 | 3710 | link to 03710-tap_icon.TXMP | ||||||||||||||||||
01 7F 0E 00 | 3711 | link to 03711-tap_empty.TXMP | ||||||||||||||||||
01 80 0E 00 | 3712 | link to 03712-tap_fill.TXMP | ||||||||||||||||||
01 76 0E 00 | 3702 | link to 03702-.M3GM | ||||||||||||||||||
w1_tap | name of the weapon | |||||||||||||||||||
00 00 80 3F | 1.000000 | unknown | ||||||||||||||||||
A6 92 2B 3D | 0.041888 | recoil (e.g. for w1_tap and w2_sap) | ||||||||||||||||||
92 0A 86 3E | 0.261799 | unknown | ||||||||||||||||||
00 00 A0 40 | 5.000000 | unknown | ||||||||||||||||||
E2 A3 7B 3B | 0.003839 | unknown | ||||||||||||||||||
88 C3 E4 3A | 0.001745 | unknown | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown | ||||||||||||||||||
00 00 | 0 | unknown; always zero | ||||||||||||||||||
95 00 | 149 | unknown | ||||||||||||||||||
A4 00 | 164 | unknown | ||||||||||||||||||
19 00 | 25 | pause after reload in 1/60 seconds | ||||||||||||||||||
0A 00 | 10 | amount of shots | ||||||||||||||||||
06 00 | 6 | amount of used packages (the file contains space for 16 packages) | ||||||||||||||||||
01 00 | 1 | amount of used firing mode blocks (the file contains space for 2 firing mode blocks) | ||||||||||||||||||
0A 00 | 10 | pause before reload in 1/60 seconds | ||||||||||||||||||
04 00 00 00 | 4 | unknown | ||||||||||||||||||
30 | 48 | weapon options 1; it's a bitset; the following bits are possible (values in dec):
| ||||||||||||||||||
C0 | 192 | weapon options 2; it's a bitset; the following bits are possible (values in dec):
| ||||||||||||||||||
02 | 2 | weapon options 3; it's a bitset; the following bits are possible (values in dec):
| ||||||||||||||||||
00 | 0 | unused byte; always zero | ||||||||||||||||||
Below follows the first firing mode block. | ||||||||||||||||||||
00 00 00 00 | 0 | unknown (1 for w9_scr) | ||||||||||||||||||
23 A6 7F 3F | 0.998629 | transform matrix XX | ||||||||||||||||||
05 6D 56 3D | 0.052350 | transform matrix XY | ||||||||||||||||||
F4 8D A9 37 | 0.000020 | transform matrix XZ | ||||||||||||||||||
05 6D 56 BD | -0.052350 | transform matrix YX | ||||||||||||||||||
23 A6 7F 3F | 0.998629 | transform matrix YY | ||||||||||||||||||
D0 1D 0E B5 | -0.000001 | transform matrix YZ | ||||||||||||||||||
F4 8D A9 B7 | -0.000020 | transform matrix ZX | ||||||||||||||||||
D0 1D 0E B5 | -0.000001 | transform matrix ZY | ||||||||||||||||||
00 00 80 3F | 1.000000 | transform matrix ZZ | ||||||||||||||||||
00 00 00 00 | 0.000000 | translation X; always zero | ||||||||||||||||||
00 00 00 00 | 0.000000 | translation Y; always zero | ||||||||||||||||||
00 00 00 00 | 0.000000 | translation Z; always zero | ||||||||||||||||||
23 A6 7F 3F | 0.998629 | unknwon; something with angle proportions between firingspread base's angles, the higher you set it the more it is taller than wider; can be seen with *ai2_showfiringspreads=1* | ||||||||||||||||||
AE 6C 56 BD | -0.052349 | unknown; something with firingspread's aim in the "x,z plane". This value is forcing firingspread to aim more left or more right than weapon is aiming or to even aim firingspread backwards; can be seen with *ai2_showfiringspreads=1* | ||||||||||||||||||
AF 8D A9 B7 | -0.000020 | unknown; something with firingspread's aim in the "y plane". This value is forcing firingspread to aim more up or more down than weapon is aiming or to even aim firingspread backwards; can be seen with *ai2_showfiringspreads=1* | ||||||||||||||||||
DC FE 08 3C | 0.008362 | unknown | ||||||||||||||||||
5C 11 23 3E | 0.159246 | unknown | ||||||||||||||||||
39 C6 2A 3F | 0.667087 | unknown | ||||||||||||||||||
00 00 61 44 | 900.000000 | range of fire (it is some angle; if this angle is for example 90°, then AI, which is shooting this weapon, will try to copy target's movements eg. when target strafes left, armed AI stops shooting and runs left too; if you set it 270°, armed AI is performing opposite actions eg. when you run left, armed AI runs right; while running, AI stops shooting) | ||||||||||||||||||
00 00 20 41 | 10.000000 | scattering angle ? / slice ? (max. inaccurancy angle; sets max angle between weapon's aiming vector and target's position; when AI exceeds this angle (by recoil or target running away), AI stops shooting and aims weapon again straight to the target, then resume shooting) | ||||||||||||||||||
00 00 20 40 | 2.500000 | unknown; always the same | ||||||||||||||||||
00 00 96 43 | 300.000000 | weapon sound sphere radius; when somebody shoots, weapon creates this range; AIs which are inside this range notice there was a shot + they know WHO is the shooter and WHERE he stands (threat strong), can be seen with *ai2_showsounds=1* (but you have to be in a large open area, since those ranges are quite big) | ||||||||||||||||||
00 00 40 41 | 12.000000 | minimal shooting distance; when AI is closer then min.shot.dist., it will stop shooting and attempt to go away from the target until it again reaches higher distance then min.shot.dist. is; you can see its effect when AI is operating SBG and you get too close | ||||||||||||||||||
00 00 61 44 | 900.000000 | maximal shooting distance; when AI is further then max.shot.dist., it isn't shooting but running towards target until it reaches max.shot.dist. limit; then AI opens fire; you can see its effect when AI is far away and has w2_sap | ||||||||||||||||||
05 00 | 5 | unknown; always the same | ||||||||||||||||||
01 00 | 1 | weapon ID (used by AI shooting skills) | ||||||||||||||||||
00 00 00 00 | 0 | fight timer (240 for w4_psm, 200 for v6_vdg) | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown; something with grenades (150 for SBG, 160 for WMC) | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown; something with grenades (0.5 for SBG, 0.3 for WMC) | ||||||||||||||||||
00 00 34 43 | 180.000000 | length of firingspread which aims from weapon; when AI collides with this firingspread, it tries to dodge/hide of it; can be seen by *ai2_showfiringspreads=1* (180 for w1_tap, 150 for w2_sap, 120 for w4_psm) | ||||||||||||||||||
00 00 40 40 | 3.000000 | lenght of the firingspread's base side; can be seen by ai2_showfiringspreads=1 (3 for w1_tap, 3 for w2_sap, 10 for w4_psm) | ||||||||||||||||||
50 77 D6 3D | 0.104719 | angle between firingspread's base and its altitude(length); can be seen by ai2_showfiringspreads=1 (0.1 for w1_tap, 0.21 for w2_sap) | ||||||||||||||||||
Below follows the second firing mode block. (Only w11_ba1 use it.) | ||||||||||||||||||||
00 00 00 00 | 0 | unknown; always zero | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown; always zero | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown; always zero | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown; always zero | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown; always zero | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown; always zero | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown; always zero | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown; always zero | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown; always zero | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown; always zero | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown; always zero | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown; always zero | ||||||||||||||||||
00 00 | 0 | unknown | ||||||||||||||||||
00 00 | 0 | unknown | ||||||||||||||||||
00 00 00 00 | 0 | unknown; always zero | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown; always zero | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown; always zero | ||||||||||||||||||
00 00 00 00 | 0.000000 | unknown; always zero | ||||||||||||||||||
Below follows the first of 16 particle packages. | ||||||||||||||||||||
AE 6C 56 3D | 0.052349 | transformation matrix, xx term | ||||||||||||||||||
23 A6 7F 3F | 0.998629 | transformation matrix, xy term | ||||||||||||||||||
C2 53 90 B3 | -0.000000... | transformation matrix, xz term | ||||||||||||||||||
23 A6 7F 3F | 0.998629 | transformation matrix, yx term | ||||||||||||||||||
AE 6C 56 BD | -0.052349 | transformation matrix, yy term | ||||||||||||||||||
AF 8D A9 B7 | -0.000020 | transformation matrix, yz term | ||||||||||||||||||
BA 59 A9 B7 | -0.000020 | transformation matrix, zx term | ||||||||||||||||||
5B 02 85 35 | 0.000001 | transformation matrix, zy term | ||||||||||||||||||
00 00 80 BF | -1.000000 | transformation matrix, zz term | ||||||||||||||||||
6F 63 57 40 | 3.365444 | x-offset of particle to weapon | ||||||||||||||||||
B3 1D 89 BC | -0.016738 | y-offset of particle to weapon | ||||||||||||||||||
C5 C1 2A 3F | 0.667019 | z-offset of particle to weapon | ||||||||||||||||||
w1_tap_e01 | weapon particle (06226-3RAPw1_tap_e01.BINA) | |||||||||||||||||||
00 00 00 00 | 0 | unknown; always zero | ||||||||||||||||||
01 00 | 1 | ammo decrement (different for the 2 firing modes of w11_ba1) | ||||||||||||||||||
0C 00 | 12 | delay between shots in frames (12 frames = 0.2 seconds) | ||||||||||||||||||
04 00 | 4 | unknown (looks like another delay) | ||||||||||||||||||
00 00 | 0 | number in frames for active firing mode (1st frame for activate); used for w4_psm and w11_ba1 (looks like another delay) | ||||||||||||||||||
00 00 | 0 | 0 - particle is fired with fire1 1 - particle is fired with fire2 -1 - particle is triggered by other particles | ||||||||||||||||||
00 00 | 0 | delay before firing | ||||||||||||||||||
Below follows the end of the ONWC file. | ||||||||||||||||||||
weapon _empty | empty weapon sound (reference to 08993-weapon_empty.imp.OSBD) | |||||||||||||||||||
00 00 00 00 | 0 | unknown; always zero | ||||||||||||||||||
01 81 0E 00 | 3713 | link to 03713-w1_glow.TXMP | ||||||||||||||||||
01 82 0E 00 | 3714 | link to 03714-w1_glow_ammo.TXMP | ||||||||||||||||||
00 00 80 3F | 1.000000 | x-scale factor of glow textures | ||||||||||||||||||
00 00 80 3F | 1.000000 | y-scale factor of glow textures | ||||||||||||||||||
76 65 EB 3F | 1.839034 | x-offset of pickup handle | ||||||||||||||||||
96 4C A9 3D | 0.082666 | y-offset of pickup handle | ||||||||||||||||||
06 E2 14 3E | 0.145393 | z-offset of pickup handle | ||||||||||||||||||
00 00 00 00 | 0.000000 | hovering height of unheld weapon | ||||||||||||||||||
AD DE | dead | not used |
-if enemy is inside shooting distance (between min and max) and is knockdowned/stuned or blownuped, AI with this weapon switches to melee for a time specified in a *fight timer* field knockdown switcher - if enemy is inside shooting distance (between min and max) and is knockdowned or blownuped, AI with this weapon switches to melee for a time specified in a *fight timer* field 3-16:I don't know how to call this - If you press and HOLD the fire (mouse1), it ONCE triggers particles for shooting, then drains ammo as if it was sustained fire, but particles are NOT emitted (you just stand and watch as ammo drops). Used by w4_psm, probably because w4 particles works constantly (beam) after triggered. 2-64:I d.k.h.t.c.t.2 - try this: set I don't know how to call this on some weapon, then set this on that weapon too. You will see that once you press the shooting button, it keeps *shooting* (altough you can't see any particles coming) even after you release shooting button. You can't stop it. It keeps shooting until all ammo is drained. So, basically, it works like an automatic hold of the mouse button. P.S.: Someone please think off nice names for those two poor flags :)) --Loser 07:52, 29 July 2007 (CEST)
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