Difference between revisions of "OBPOS.DAT"
Jump to navigation
Jump to search
Bomb Bloke (talk | contribs) m |
|||
Line 14: | Line 14: | ||
2: Y -> Object coordinates when on the ground. | 2: Y -> Object coordinates when on the ground. | ||
3: Z / | 3: Z / | ||
− | + | These values are meant to tell the game where the items physically are. | |
− | + | They determine where an unconcious unit will wake up. | |
− | + | They tell the game where to centre an explosion for area effect items. | |
− | |||
− | + | Oddly enough, these values ARE NOT UPDATED when in inventory. | |
− | + | All items that start in your inventory default to the equipment pile. | |
− | |||
− | |||
− | |||
− | |||
4: Owner of item | 4: Owner of item | ||
Line 43: | Line 38: | ||
6: -1/255 by default | 6: -1/255 by default | ||
− | 7: Object the current item is loaded into | + | 7: Object the current item is loaded into |
Uses obpos item index - first object in obpos is 0 | Uses obpos item index - first object in obpos is 0 | ||
-1/255 by default for no item. | -1/255 by default for no item. | ||
− | 8: | + | 8: Item quantity 1 (Actually a multiple use value) |
− | + | For ammo: Ammo quantity | |
− | + | For Medikits: - painkiller | |
− | + | For Grenade 'turn to detonate on' trigger | |
+ | |||
0 = grenade object has not been primed. | 0 = grenade object has not been primed. | ||
Line 58: | Line 54: | ||
When priming grenades this is set to the current turn | When priming grenades this is set to the current turn | ||
− | number | + | number +1 for every additional turn added onto the timer. |
+ | |||
+ | Refer to wglob for current number of turns. (Uses actual turns, not turns/2) | ||
+ | |||
+ | 9 : Item Quantity 2 | ||
+ | For Medikits: stimulants | ||
+ | For Grenades: Ownership flag (unitpos reference) | ||
− | |||
− | |||
− | |||
For remembering who last threw the live grenade. For morale loss | For remembering who last threw the live grenade. For morale loss | ||
calculations and for determining the soldier's combat experience. | calculations and for determining the soldier's combat experience. | ||
− | 0 by default | + | Refers to unit 0 by default. Refers to unit in unitpos. |
− | + | ||
+ | |||
− | 10: | + | 10: Item Quantity 3 |
+ | For Medikits: Heal | ||
+ | No other use documented. | ||
11: | 11: | ||
12: | 12: |
Revision as of 08:37, 15 October 2005
NKF: Minor correction, that's for geodata\obdata.dat - i.e. object information. Obpos is battlescape object information. Just to toss my notes on obpos in here for temporary reference. Remove as necessary after incorporating it into the apropriate format:
BB: Oops, my bad. My only notes at this time are what you gave me. I've chopped the obdata.dat notes out.
16 bytes per entry, 170 possible entries Byte: 0: Object type Object is the item ID# in geodata\obdata.dat Value of 255/-1 = item in this slot is meant to be unused or destroyed. 1: X \ 2: Y -> Object coordinates when on the ground. 3: Z / These values are meant to tell the game where the items physically are. They determine where an unconcious unit will wake up. They tell the game where to centre an explosion for area effect items. Oddly enough, these values ARE NOT UPDATED when in inventory. All items that start in your inventory default to the equipment pile. 4: Owner of item References the units in unitpos. First unit unit index is 0, naturally. Just tells the game who's holding the current item. If 255 = object will be on the ground. 5: Inventory slot (from left to right) 0 = Right hand (it's right in the battlescape, but not in the inventory) 1 = Left hand 2 - 5 = Leg slots 6 - 9 = Shoulder slots 10 - 18 = backpack 19 - 22 = top row of belt 23 - 24 = side pockets of belt WARNING: If adding an item to the hand slots, remember to update the hand slot images in UNITREF for the soldier involved. 6: -1/255 by default 7: Object the current item is loaded into Uses obpos item index - first object in obpos is 0 -1/255 by default for no item. 8: Item quantity 1 (Actually a multiple use value) For ammo: Ammo quantity For Medikits: - painkiller For Grenade 'turn to detonate on' trigger 0 = grenade object has not been primed. Non zero positive value = What turn to explode on. Grenade will explode if current 'turn' is equal or greater than this number. See wglob.dat for No. of turns. When priming grenades this is set to the current turn number +1 for every additional turn added onto the timer. Refer to wglob for current number of turns. (Uses actual turns, not turns/2) 9 : Item Quantity 2 For Medikits: stimulants For Grenades: Ownership flag (unitpos reference) For remembering who last threw the live grenade. For morale loss calculations and for determining the soldier's combat experience. Refers to unit 0 by default. Refers to unit in unitpos. 10: Item Quantity 3 For Medikits: Heal No other use documented. 11: 12: 13: 14: 15: