OBD talk:BINA/OBJC/CHAR
Talk
Ok, I'm going to ask a few dumb questions
- How are these teams treated: SecurityGuard, Switzerland, Who are there friends and enemies?
- How is SyndicateAccessory different from Syndicate?
- Is it possible to add BGI as another team?
- Can the properties of a team be changed? ie: defining its friends and enemies
EdT 23:55, 30 August 2008 (CEST)
From what I remember, from testing with KvW:
Team 1: SecurityGaurd+TCTF+Konoko
Team 2: Syndicate+SyndicateAccessory
Team 3: RougeKonoko
Others: Neutral, Swiss
All 3 teams will fight against any other teams. I'm not sure on the "Others", you will have to test them out. As long as you don't have TCTF vs Syndicate vs Konoko vs BGI (4 way battling!), you should be fine. Even then, you may be able to get the Neutral or Swiss team to fight against the other 3, but I guaruntee nothing. I don't know any way to add or change teams, short of engine hacking.
Gumby 04:52, 31 August 2008 (CEST)
Here's the pseudocode of the function that decides who is friend/enemey. Friend/Foe have the obvious meaning and PotentialFoe means that the AI will act as a foe only if it is attacked.
FriendOrFoe AI2rTeam_FriendOrFoe(Team t1, Team t2) if (LastManStanding) return Foe; else if (t1 = t2) or (t1 = Switzerland) or (t2 = Switzerland) return Friend; else if (t1 = Konoko) if (t2 = TCTF) return Friend; else if (t1 = Syndicate) return Foe; else return PotentialFoe; else if (t1 = TCTF) if (t2 = Konoko) return Friend; else if (t2 = Syndicate) or (t2 = RogueKonoko) return Foe; else return PotentialFoe; else if (t1 = Syndicate) if (t2 = SyndicateAccessory) return Friend; else return Foe; else if (t1 = Neutral) return PotentialFoe; else if (t1 = SecurityGuard) if (t2 = Syndicate) or (t2 = RogueKonoko) return Foe; else return PotentialFoe; else if (t1 = RogueKonoko) if (t2 = Syndicate) or (t2 = TCTF) return Foe; else return PotentialFoe; else if (t1 = SyndicateAccessory) if (t2 = Syndicate) return Friend; else return PotentialFoe;
So, the difference between Switzerland and Neutral is that Switzerland will not attack you even if you attack them, but Neutral will retaliate. --Iritscen 15:08, 31 August 2008 (CEST)
O_o I guess the SecurityGaurds aren't neccessarily aligned with anyone...interesting.
Gumby 16:39, 31 August 2008 (CEST)
So which team should BGI be assigned? EdT
RougeKonoko or Neutral in the beginning, depending on how you want the interactions to be, but for the later levels, I'm not quite sure. It depends on who is in the level and the situation. Maybe SecurityGuard. (Actually, that would probably work)
Gumby 18:39, 31 August 2008 (CEST)
XML
general information
- BINACJBOCharacter.oni is level specific. (It can be found in edition/GameDataFolder/levelXX_... )
- An alternative is AISA.
- All original characters can be seen HERE. (The lists include used ONCC, character's BSL name, health, team and BSL function.)
XML structure
- for onisplit v0.9.59.0
<?xml version="1.0" encoding="utf-8"?> <Oni> <Objects> [...] </Objects>
</Oni>
[...] means at least one character. Paste all character data into there (this includes <CHAR Id="..."> and </CHAR> tag).
example
<CHAR Id="3860"> <Header> <Flags></Flags> <Position>-543.22 159 -630.0954</Position> <Rotation>0 180 0</Rotation> </Header> <OSD> <Flags>NotInitiallyPresent</Flags> <Class>konoko_generic</Class> <Name>konoko</Name> <Weapon>w1_tap</Weapon> <Scripts> <Spawn></Spawn> <Die>you_lose</Die> <Combat></Combat> <Alarm></Alarm> <Hurt></Hurt> <Defeated></Defeated> <OutOfAmmo></OutOfAmmo> <NoPath></NoPath> </Scripts> <AdditionalHealth>0</AdditionalHealth> <Job> <Type>None</Type> <PatrolPathId>0</PatrolPathId> </Job> <Behaviors> <CombatId>0</CombatId> <MeleeId>0</MeleeId> <NeutralId>0</NeutralId> </Behaviors> <Inventory> <Ammo> <Use>3</Use> <Drop>0</Drop> </Ammo> <EnergyCell> <Use>0</Use> <Drop>0</Drop> </EnergyCell> <Hypo> <Use>0</Use> <Drop>0</Drop> </Hypo> <Shield> <Use>0</Use> <Drop>0</Drop> </Shield> <Invisibility> <Use>0</Use> <Drop>0</Drop> </Invisibility> </Inventory> <Team>Konoko</Team> <AmmoPercentage>100</AmmoPercentage> <Alert> <Initial>Lull</Initial> <Minimal>Lull</Minimal> <JobStart>Low</JobStart> <Investigate>Medium</Investigate> </Alert> <AlarmGroups>0</AlarmGroups> <Pursuit> <StrongUnseen>Look</StrongUnseen> <WeakUnseen>Forget</WeakUnseen> <StrongSeen>Look</StrongSeen> <WeakSeen>Look</WeakSeen> <Lost>ReturnToJob</Lost> </Pursuit> </OSD> </CHAR>
You can add another character data block beneath an </Object> tag. (Well, add as much characters as you want.)
XML tag | description | value type / flags plus description |
---|---|---|
<?xml version="1.0" encoding="utf-8"?> | ||
<Oni> | In old versions <Oni Version="..."> (If onisplit exe was newer then extracted file then file couldn't be converted back to *.oni) |
|
<Objects> | ||
<CHAR Id="3860"> | Id doesn't matter. | |
<Header> | ||
<Flags> | unknown; usually empty | |
<Position> | character is spawned at this xyz-position | |
<Rotation> | character is spawned with this rotation | |
<OSD> | ||
<Flags> | determines some special properties |
|
<Class> | ONCC name without file pre- and suffix. Interesting for BSL command "chr_set_class" | |
<Name> | used by various BSL commands | |
<Weapon> | character is spawned with weapon specified in here; weapon looked up by name (makes also custom weapons available) | |
<Scripts> | independent from BSL main function |
|
<AdditionalHealth> | main health is stored in ONCC, "additional health" will be added to that main health; also negative value possible here (which would then reduce main health) | |
<Job> | ||
<Type> |
| |
<PatrolPathId> | ||
<Behaviors> | specified by IDs linking to melee, combat and neutral profile collection file | |
<CombatId> |
| |
<MeleeId> | here are all melee IDs sorted by ID | |
<NeutralId> | ... (no overview so far) | |
<Inventory> | ||
<Ammo> |
| |
<EnergyCell> |
| |
<Hypo> |
| |
<Shield> |
| |
<Invisibility> |
| |
<Team> |
| |
<AmmoPercentage> | ammo in weapon, percent value: 0 - 100, overload not tested | |
<Alert> | HERE are information about "Alert" and "Pursuit". | flags:
|
<Initial> | initial alert level | |
<Minimal> | minimal alert level | |
<JobStarting> | alert level when starting a job | |
<Investigating> | alert level when investigating | |
<AlarmGroups> |
It's a bitset32 converted to int32. If Ns bit = TRUE then a bot gets highest alert level by a console command ai2_tripalarm(N) |
|
<Pursuit> | flags:
| |
<StrongUnseen> |
usually Look |
|
<WeakUnseen> |
usually Forget |
|
<StrongSeen> |
usually Look |
|
<WeakSeen> |
usually Look |
|
<Lost> |
usually ReturnToJob |