XML:BINA/ONIE

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ONIE : Oni Impact Effects
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AKEV << Other file types >> CONS

OBJC/CHAR << Other BINA >> PAR3

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General information

  • The XML code on this page is compatible with OniSplit v0.9.61.0.
  • BINAEINOimpact_effects.oni is stored globally (in AE/AEInstaller/vanilla/level0_Final.dat).

File structure

<?xml version="1.0" encoding="utf-8"?>
<Oni>
   <ImpactEffects>
       [...]
   </ImpactEffects>
</Oni>

[...] = <Impact Name="..." /> and its content, closed by </Impact>

impact name
 |
 +-- material name n (multiple (n) materials possible)
      |
      +-- impact effect n (multiple (n) effects possible, effects can be double if components / modifiers are different)
           |
           +-- component
           +-- modifier
           +-- sound
           +-- particles
                |
                +-- particle n (multiple (n) particle possible)

List of tags, types, and flags

XML tag Content type Description
<Impact Name="Imptname"> char[128] Closes with "</Impact>".

Impact owner (Impact Name="...") checks on impact target (Material="...").

While new materials and impacts can be added, the use of conditions is hardcoded. So you can only build on existing resources (used or extend unused) and ONIA.

While ONIA requires TRAM particle links, the other H2H impacts do not.

Impacts: conditions (needs double-checking)

[...]
Char-env impacts (animation-based: footsteps, fall, etc.)
[...]
Weapon "root" impacts (Weapon, Shrapnel, Weapon_Bounce, Damaging, Blast, Projectile, Projectile, Bullet)
[...]
Weapon particle impacts (kinda sorted: ballistic, energy, extra)
[...]
Debris:
Casing:
----
H2H impacts
Melee: used to let AI know about fights?
Head: blocked and unblocked?
Head_Blocked
Head_Hit
Head_Killed
----
Kick: Kick was unblocked (probably should be blocked and unblocked condition but isn't, ergo: duplicate of Kick_Hit)
Kick_Blocked: Punch was blocked
Kick_Hit: Kick was unblocked
----
Special ONCC (ONIA) impacts: target was kicked by attacker with this ONIA link, blocked and unblocked
Bar_Super_Kick: SP attack flash for Barabas
Com_Super_Kick: unused, SP attack flash for Comguy?
Eli_Super_Kick: SP attack flash for Elite Striker
Gri_Super_Kick: unused, SP attack flash for Griffin?
Kon_Super_Kick: SP attack flash for Konoko
Mur_Super_Kick: SP attack flash for Muro
Nin_Super_Kick: SP attack flash for Ninja
Red_Super_Kick: SP attack flash for Fury
Str_Super_Kick: SP attack flash for Striker
Swt_Super_Kick: SP attack flash for SWAT
Tan_Super_Kick: SP attack flash for Tanker
Tcl_Super_Kick: unused, SP attack flash for TCTF Lite?
Thu_Super_Kick: unused, SP attack flash for Thugs
----
Kick_Killed: Kick killed a foe
----
Punch: Punch was unblocked (probably should be blocked and unblocked condition but isn't, ergo: duplicate of Punch_Hit)
Punch_Blocked: Punch was blocked
Punch_Hit: Punch was unblocked
----
Special ONCC (ONIA) impacts: target was punched by attacker with this ONIA link, blocked and unblocked
Bar_Super_Punch: SP attack flash for Barabas
Com_Super_Punch: unused, SP attack flash for Comguy?
Eli_Super_Punch: SP attack flash for Elite Striker
Gri_Super_Punch: unused, SP attack flash for Griffin?
Kon_Super_Punch: SP attack flash for Konoko
Mur_Super_Punch: SP attack flash for Muro
Nin_Super_Punch: SP attack flash for Ninja
Red_Super_Punch: SP attack flash for Fury
Str_Super_Punch: SP attack flash for Striker
Swt_Super_Punch: SP attack flash for SWAT
Tan_Super_Punch: SP attack flash for Tanker
Tcl_Super_Punch: unused, SP attack flash for TCTF Lite?
Thu_Super_Punch: unused, SP attack flash for Thugs
----
Punch_Killed: Punch killed a foe
----
Self_Damage: used ingame?
Self_Damage_Killed: used ingame?
<Material Name="Mtrlname"> char[128] Closes with "</Material>". Can hold multiple <ImpactEffect>s if the component and/or the modifier is different.
<ImpactEffect> - Closes with "</ImpactEffect>".
<Component> flag
Impact
Damage
Projectile

It seems it doesn't matter what component name you pick. Maybe it's just for organizing. E.g. the Projectile component can also be used in a Kick_Hit impact.

Traditionally Damages is used when traces such as ghost sounds and decals are left behind. A ghost sound comes always with modifier "Any" and has either no link (<Name />). It remains to be tested if AI actually use (hear) them. If so ghost sounds are probably simply meant to attract AI by rising their alarm level.

<Modifier> flag
Any
Heavy
Medium
Light

Impact inherits modifier value from ONCC <ImpactModifierName>.

<Sound> - If no data is present only "<Sound />" is used. Otherwise "<Sound>" gets closed with "</Sound>"
<Name> char[32] OSBDfile.imp.oni (don't use file prefix/suffix)
<AICanHear> flag
true
false
<AISoundType> flag
Unimportant
Interesting
Danger
Melee
Gunfire
<AISoundRadius> float Radius of sound sphere that allows AI to hear the sound
<Particles> - When there are no Particles, you will simply see the tag "<Particles />".
<Particle> - There can be multiple particle tags. They close with "</Particle>". Watch out for different structures when setting the <Location> value.
<Name> char[32] BINA3RAPfile.oni (don't use file prefix/suffix)
<Orientation> flag
0 - impact projectile orientation?
1 - impact projectile reversed orientation?
2 - impact direction perpendicular?
3 - impact projectile velocity orientation?
<Location> flag
0 - impact location
1 - impact location + impact direction * offset?
4 - impact location; used for decals
5 - impact location and attach to character?
The particle is fixed to character if the origin is a particle-character collision, but not fixed if the origin is a character-character collision (for example, look up the plasma shot "w3_phr_x02" and add it in the particle section of <Impact Name="Kick_Hit">).
<Offset> float ?
<Decal1> float ?
<Decal2> float ?

Particle structures

particle location 0

                       <Particle>
                           <Name>...</Name>
                           <Orientation>...</Orientation>
                           <Location>0</Location>
                       </Particle>

particle location 1

                       <Particle>
                           <Name>...</Name>
                           <Orientation>...</Orientation>
                           <Location>1</Location>
                           <Offset>...</Offset>
                       </Particle>

particle location 4

                       <Particle>
                           <Name>...</Name>
                           <Orientation>0</Orientation>
                           <Location>4</Location>
                           <Decal1>false</Decal1>
                           <Decal2>true</Decal2>
                       </Particle>

particle location 5

                       <Particle>
                           <Name>...</Name>
                           <Orientation>...</Orientation>
                           <Location>5</Location>
                       </Particle>

Visual guides: weapon, melee, environment

  • Red = start node
  • Blue = end node
  • These visual guides don't claim be hundred percent right on a technical level. I can't look into the engine. But they should give a good hint which files are worth caring about and how to debug a mistake: going through all important files, e.g. Could it be that my new texture is not registered in TMBD?
However, if you think you should add information, or shape this in a more accurate way, then do it. =)
Overview of involved files when modding ONIE in relation to weapons
If weapon shall have impact effect on environment If weapon shall have impact effect on characters
ONWC-ONIE-AKEV.png
  • Weapon fires a particle
  • Particle creates a sound and hits textured environment
  • Texture’s material name is looked up in TMBD (decals do not work)
  • Material file is looked up (can hold parent material)
  • Effect is chosen from ONIE by weapon and material
  • If parent material* exists then it is possible that a second effect is produced
  • ONIE effect leads to a particle and sound file which means the effect (however, sound can be also played from released particle)

*Loser’s material “Explosive” has “Glass” as its parent material, which shatters objects when hit; this can destroy any object - not just the "glassworld".
ONWC-ONIE-ONCC.png
  • Weapon fires a particle
  • Particle creates a sound and hits character part
  • Character part has an ID (probably through TRIA), ID is sent to CBPM
  • Material file is looked up (can hold parent material)
  • Effect is chosen from ONIE by weapon and material
  • ONIE effect leads to a particle and sound file which means the effect (however, sound can be also played from released particle)
  • It seems that effects on characters cannot be created through TMBD (still you can see a failed test there called "Character")
  • Custom materials can be used for characters in case they are registered in ONIE
Overview of involved files when modding ONIE in relation to animations
Special attack Normal attack
ONCC-ONIE-ONCC sp-a.png
  • Character performs special attack and shouts attack's name (registered in ONCC).
  • TRAM holds link to ONIA, for example: Eliflash1
  • ONIA holds impact type, for example: <Type>Eli_Super_Kick</Type>
  • Impact file is looked up, data is sent to ONIE.
  • Okay, back to TRAM which hits enemy.
  • Enemy's bone is hit, TRIA is looked up and data sent to CBPM.
  • CBPM checks material, data is sent to ONIE.
  • So, final effect is chosen from impact type and material.
  • Particle and sound becomes released.

ONCC(ONIA) holds special attack modifier information (Any/Light/Medium/Heavy) for ONIE.

ONCC-ONIE-ONCC n-a.png

Main difference is that ONIA is not used here but CBPI.


Hurt sounds: Every ONCC provides one death sound, and three hurt sounds which are played occasionally when melee damage is dealt for this much damage:

  • Heavy hurt sound: 15 HP or more.
  • Medium hurt sound: 10-14 HP.
  • Light hurt sound: less than 10 HP.
Overview of involved files when modding ONIE in relation to characters
If character hits ground Something left?
ONCC-ONIE-AKEV.png
  • Character hits textured environment.
  • Texture is registered in TMBD and leads to material for ONIE.
  • The bone ID is used for the character's impact.
  • Now actual impact file (Impt) is looked up.
  • Effect (particle and sound) is chosen from impact and the material through ONIE.

For example, this is used when running around. Every step will trigger a step sound based on the ground's material: dirt, snow, metal, etc.

ONCC holds impact modifier information (Any/Light/Medium/Heavy) for ONIE.

  • Footstep_Walk
  • Footstep_RunMain
  • Footstep_Crouch
  • Fall_Slide
  • Fall_Land
  • Fall_LandHard
  • Fall_Knockdown
  • Fall_Knockdown
  • Fall_Knockdown
  • Footstep_Turn
  • Footstep_RunStart
  • Footstep_SingleStep
  • Footstep_RunStop
  • Footstep_WalkStop
  • Footstep_RunSprint

Examples

Particle - Environment

Particle - Character

Extra damage for head hits

I haven't gotten to try these files out yet (hopefully soon), but I like the idea. I just want to give my opinions on a couple things on a conceptual level:

  • a couple weapons don't make sense with this system; the Screaming Cell doesn't strike your body at all, it absorbs life energy, so this idea is not applicable to this weapon; but I guess you've already dropped it from this system, so that's good
  • secondly, the VDG also doesn't strike a point on the body to make its effect, it shocks the entire body. So I don't think the body part being "hit" is actually relevant for that weapon's stun effect, particularly since you can't really "aim" branching electricity at someone; also, the damage of 1HP is just a token value and should probably stay that way
  • the Mercury Bow is an odd weapon; it fires a sliver at you which somehow is supposed to do great injury even though a bullet would probably do a lot more damage to someone's body in real life (supposed "mercury poisoning" effect of the sliver aside). What do you think about making the Bow do a good bit less damage to the body, and a lot more damage to the head? Since it's such a precise weapon, it seems more in line with the nature of the Bow to require accurate shots to do real damage (and I believe we might still be considering adding the sniper scope script to the AE, so long-range shots could also be accurate).

Anyway, thanks for the work, this looks cool! --Iritscen 17:27, 18 May 2009 (UTC)

  • Yep
  • Yep
  • Disagree: the AI doesn't really do headshots.
Gumby 17:30, 18 May 2009 (UTC)
I guess you're right, I forgot to think about the AI that wouldn't know to aim for the head. --Iritscen 17:57, 18 May 2009 (UTC)
AI can be learnt to score "headshots", however, that requires all characters to have similar height. In ONWC, some values around 0x100 - 0x120 in primary firing component if I recall correctly are used to tell AI where to aim according to its target's root (pelvis) when shooting with primary fire. It is set zero or low, so AI tends to shoot into stomach. Set Y component a bit higher to achieve chest/headshots. But then be prepared for consequences - if character is minimized (lenght from root to head is smaller), AI will be happily missing character. Good luck with it, if you want to try it. P.S.: delete this immediately if you don't like it. I don't want to waste space.--Loser 18:11, 18 May 2009 (UTC)
Delete what? Regardless, a bit simpler solution is to set the ballistic trajectory values in the ONWC. It doesn't work quite as well, but is good enough for a slight elevation change, IIRC. Gumby 07:11, 19 May 2009 (UTC)
Agreed to point one and two, and even point three. But I don't feel like picking it up. Rudely said: I've already to much else to do like you all too. So, I had say let's keep it in "mod idea" section for later days. :) Paradox-01 20:32, 18 May 2009 (UTC)

Character - Character (normal attack)

Character - Character (special attack)

Character - Environment

Mod conflicts

Oni allows only one ONIE file to be installed. In that file a lot of links come together and can easily create conflicts (crashes or just missing visuals) if various packages holds a version of that file.

Example 1: GreyFury2.0 doesn't work 100% well with exploding barrels

					folder		sub folder
23590GreyFury2.0
	BINAEINOimpact_effects		level0_Final	level0_Final
	ImptGrn_Super_Kick		level0_Final	level0_Final

34000ExplodingBarrel
	BINAEINOimpact_effects		level0_Final	level0_Particles
	BINADBMTTextureMaterials	level0_Final	level0_Particles
	MtrlExplosive			level0_Final	level0_Final

Problem: Barrels do explode but Grey Fury's special hit flashes doesn't appear (instead health flashes are visible).

Reason: BINAEINOimpact_effects file from package with highest number gets integrated into level0_Final.

Example 2: Exploding barrels don't work

					folder		sub folder
23590GreyFury2.0
	BINAEINOimpact_effects		level0_Final	level0_Final
	ImptGrn_Super_Kick		level0_Final	level0_Final

34000ExplodingBarrel
	BINAEINOimpact_effects		level0_Final	level0_Particles
	BINADBMTTextureMaterials	level0_Final	level0_Particles
	MtrlExplosive			level0_Final	level0_Final

80280OldChina
	BINAEINOimpact_effects		level0_Final	level0_Final
	ImptOra_Super_Kick		level0_Final	level0_Final

Problem: Barrels break into glass pieces when hit from bullets but they don't explode.

Reason:

  • OldChina's BINAEINOimpact_effects gets into level0_Final because that package has the highest number. It supports Hanako/Hayate's Ora impact but also Bgi_NinjaBot/Grey Fury's Grn.
  • The Impt files, Mtrl and BINADBMT are shipped normally to level0_Final because they aren't duplicates. As a consequence, Grey Fury fully works while exploding barrels do not.

Mod ideas

  • How about melee attacks dealing more damage on head/helmet?
Could be more easily\accurately done with an attached particle on the hit_head animations. Gumby 03:54, 10 May 2009 (UTC)
For example, Ninja's PPK looks like it doesn't care whether it hit the head or an arm. It just has <HitAnimationType>HitHead</HitAnimationType> and this is played on target as long as PPK wasn't blocked, right? :/ Paradox-01 13:41, 10 May 2009 (UTC)
D'oh. Yeah, forgot. Lazy\overworked Oni devs. >_< Hmm. Well we could almost implement locational attacks, except for a few problems. The most major one being the blue shield effect. ;) Gumby 00:54, 11 May 2009 (UTC)
  • Footprints in snow. Should be possible through character-environment collision plus decals or particle which becomes fixed to the ground.
Not quite. What would need to be done is have a particle attached to the character by spawning them and doing a single frame (basically 0, if interpolated, i think) animation to activate some attached particles that spawn decals. :)
I think I know what you mean. The decal is every time dropped in first TRAM frame. An alternative might be to set CollideWithWalls=true in attached particle and use HitWall event to drop the decal. Paradox-01 13:41, 10 May 2009 (UTC)
No, the decal emitter is attached in the frame of a special animation that spawns it. The alternative version is the easiest way to go, and won't get buggered by other things.Gumby 00:54, 11 May 2009 (UTC)
We could also have this activate cold breath effects. :) The former would only be good if we had an actual snow level (or dirt :P), but the latter would be good for Compound. Gumby 03:54, 10 May 2009 (UTC)
Yeah, that would be fun. ^^ Paradox-01 13:41, 10 May 2009 (UTC)
  • Guns doing more damage to flesh\cloth than armour\metal.
I had the same thought as you a while ago, when we first had ONIE modding unlocked for us. However, I think a better application might be for guns to deal less damage to armour than to flesh. In fact, all the neccessary materials are already in place, there are seperate effects for bullet hits already. :) Gumby 03:54, 10 May 2009 (UTC)
Okay, I will add damage dealing particle for flesh/cloth material around next week. Paradox-01 13:41, 10 May 2009 (UTC)
Coolio. Make sure to upload your files somewhere, or catch me on Yahoo. I'll include it as a package in the next AE. (Not that I don't know how to do it myself, but the installer is taking up all my Oni time atm...) Gumby 00:54, 11 May 2009 (UTC)
  • Changes to the "blood mod": Droids shouldn't bleed but show electric discharges
Also they could explode if you hit their energy cell (low probability).
This is quite similar to the "material-dependent damage" a.k.a. head shot mod.
I suggest we add two materials to the character section: Electric and Electric_Danger. (* Kind of an unspecific name so it can be used for droids, mechs, or even SLD.)
After that we modify the materials of the ONCCs(*) in question, adding there (CBPM) the new materials.
Then we go to the ONIE and add our desired effect to <Impact Name="wN_name"><Material Name="NewMaterial">.
For melee attacks we probably need to modify <Impact Name="Punch"> and the almost empty looking <Impact Name="Kick">. Insert here material "Electric" and "Electric_Danger".
Particles: we can probably clone some ninja special attack particles, scaling them down. For "Electric_Danger" it might be fun to spawn a huge explosion by a chance of 0.1% to 1% ? --paradox-01 (talk) 21:24, 5 June 2018 (CEST)
Testing ...
The blood mod bypasses ONIE by overwriting existing particles. But in order to distinguished between materials we need ONIE.
It can be argued that blood shouldn't be dropped when armor is hit but damage isn't reduced so one might just go with the "drops" here to emphases that full damage was dealt.
For showing robot specific damage we need at least one new material. For now we might expand on the impact Punch_Hit, Kick_Hit and Head_Hit, introducing material Electric and Electric_Danger.
After finishing the SP bot FX code we should see how to exactly incorporate the blood mod.
In theory weapon impacts will can be dealt with the parent impacts Bullet, Energy and Grenade avoiding the need to write code for each weapon and making that 99% future-proof.
To make this actually work weapons wouldn't be allowed to use parent materials Character and Default so Impact Bullet can be looked up when there was nothing found in Impact wN_name.
Also there's an open question is how to apply the new particles when a Tanker does a head nut on the bot. Self_Damage didn't work.
How to track it down? With knockdown tests we would not know if we removed the impact with top priority or a fallback (parent impact). But with marker tests (adding additional particle) we will know whether we got the top priority or a parent impact: the top priority impact would show the particle, the parent would not.
Surprise, it turns out that throws don't make impacts at all, ONIE is totally unrelated at them. You can test this with making an almost empty ONIE, just use impact Default, material Character and a particle. Any H2H will trigger now this impact but not the throws. --paradox-01 (talk) 21:25, 10 June 2018 (CEST)