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				Paradox-01 (talk | contribs)  m (oncc ? ups. however, I can't add more so it time to move on)  | 
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==Talk==  | |||
Ok, I'm going to ask a few dumb questions  | Ok, I'm going to ask a few dumb questions  | ||
*How are these teams treated: SecurityGuard, Switzerland, Who are there friends and enemies?    | *How are these teams treated: SecurityGuard, Switzerland, Who are there friends and enemies?    | ||
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[[User:Gumby|Gumby]] 18:39, 31 August 2008 (CEST)  | [[User:Gumby|Gumby]] 18:39, 31 August 2008 (CEST)  | ||
==XML==  | |||
'''general information'''  | |||
* '''BINACJBOCharacter.oni''' is level specific. (It can be found in edition/GameDataFolder/level''XX''_... )  | |||
* See [[XML basic tutorial|HERE]] if you don't know how to convert an oni file into XML and vice versa.  | |||
* See [[OBD_talk:BINA/OBJC|HERE]] if you are searching for more general information such as how to handle object coordinates.  | |||
* (An alternative is [[OBD:AISA|AISA]], import not tested.)  | |||
'''XML structure'''  | |||
 <?xml version="1.0" encoding="utf-8"?>  | |||
 <Oni Version="0.9.28.0">  | |||
    <ObjectCollection>  | |||
        '''''[...]'''''  | |||
    </ObjectCollection>  | |||
 </Oni>  | |||
'''''[...]''''' means at least one character. Paste all character data into there (this includes '''<font color="#0A0"><Object ...></font>''' and '''<font color="#0A0"></Object></font>''' tag).  | |||
'''example'''  | |||
        '''<font color="#0A0"><Object Id="10067" Type="CHAR"></font>'''  | |||
            <Header>  | |||
                <Flags>0</Flags>  | |||
                <Position>347.216736 756 202.2008</Position>  | |||
                <Rotation>0 114.94648 0</Rotation>  | |||
            </Header>  | |||
            <OSD>  | |||
                <Flags>IsPlayer</Flags>  | |||
                <Class>barabus</Class>  | |||
                <Name>barabus</Name>  | |||
                <Weapon></Weapon>  | |||
                <Scripts>  | |||
                    <Spawn></Spawn>  | |||
                    <Die></Die>  | |||
                    <Combat></Combat>  | |||
                    <Alarm></Alarm>  | |||
                    <Hurt></Hurt>  | |||
                    <Defeated></Defeated>  | |||
                    <OutOfAmmo></OutOfAmmo>  | |||
                    <NoPath></NoPath>  | |||
                </Scripts>  | |||
                <AdditionalHealth>0</AdditionalHealth>  | |||
                <Job>  | |||
                    <Type>Idle</Type>  | |||
                    <PatrolPathId>0</PatrolPathId>  | |||
                </Job>  | |||
                <Behaviors>  | |||
                    <CombatId>9</CombatId>  | |||
                    <MeleeId>25</MeleeId>  | |||
                    <NeutralId>0</NeutralId>  | |||
                </Behaviors>  | |||
                <Inventory>  | |||
                    <Ammo>  | |||
                        <Use>0</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>Syndicate</Team>  | |||
                <InitialAmmo>100</InitialAmmo>  | |||
                <Alert>  | |||
                    <Initial>Combat</Initial>  | |||
                    <Minimal>Lull</Minimal>  | |||
                    <JobStarting>Low</JobStarting>  | |||
                    <Investigating>Medium</Investigating>  | |||
                </Alert>  | |||
                <AlarmGroups>0</AlarmGroups>  | |||
                <Pursuit>  | |||
                    <nowiki><Strong>4</Strong></nowiki>  | |||
                    <Weak>1</Weak>  | |||
                    <StrongSeen>4</StrongSeen>  | |||
                    <WeakSeen>4</WeakSeen>  | |||
                    <Lost>0</Lost>  | |||
                </Pursuit>  | |||
            </OSD>  | |||
        '''<font color="#0A0"></Object></font>'''  | |||
You can add another character data block beneath an </Object> tag. (Well, add as much characters as you want.)   | |||
{{Table}}  | |||
!XML tag  | |||
!description  | |||
!value type / flags plus description  | |||
|-  | |||
|<?xml version="1.0" encoding="utf-8"?>  | |||
|  | |||
|  | |||
|-  | |||
|valign=top|<Oni Version="...">  | |||
| If onisplit exe is newer then extracted file then file cannot be converted back to *.oni  | |||
|  | |||
|-  | |||
|valign=top|<ObjectCollection>  | |||
|  | |||
|  | |||
|-  | |||
|valign=top|<Object Id="3860" Type="CHAR">  | |||
|Id doesn't matter and CHAR shouldn't become changed so leave them as they are.  | |||
|  | |||
|-  | |||
|<Header>  | |||
|  | |||
|  | |||
|-  | |||
|<Flags>  | |||
|unknown; usually 0  | |||
|  | |||
|-  | |||
|<Position>  | |||
|character is spawned at this xyz-position  | |||
|  | |||
|-  | |||
|<Rotation>  | |||
|character is spawned with this rotation  | |||
|  | |||
|-  | |||
|<OSD>  | |||
|  | |||
|  | |||
|-  | |||
|valign=top|<Flags>  | |||
|valign=top|determines some special properties  | |||
|  | |||
<!--: "IsPlayer" makes first character (in this file) into the character which is controlled by the player. (Usually not used with other flags.)  | |||
:: Multiple characters with "IsPlayer" makes it possible to change the player controlled character by using BSL commands, for example: "chr_delete(Muro);ai2_spawn(barabus)"  | |||
::: A delay between spawning the new and deleting the old player character can kick off a camera glitch.  | |||
:::: However, this became outdate when Mac engine was patched to be able using chr_set_class.-->  | |||
: IsPlayer (if you have two of them then delete one and spawn the other one at same time)  | |||
: RandomCostume (flag belongs to [[OBD_talk:ONCV|ONCV]])  | |||
: NotInitiallyPresent  | |||
: NonCombatant  | |||
: CanSpawnMultiple (needs WasSpawned)  | |||
: WasSpwaned (...)  | |||
: Unkillable (character won't loss more life points if it reaches 1, same as BSL command "chr_unkillable")  | |||
: InfiniteAmmo (Raiden: "You got enough ?" Snake points to his head. "Infinite ammo...")  | |||
: Omniscient (can't be knocked down)  | |||
: HasLSI (this character drops an level specific item like truck keys in [[CHAPTER_14_._DAWN_OF_THE_CHRYSALIS|level 19]])  | |||
: Boss (used for boss mode fights. makes the AI ignore this character unless there is nobody else around)  | |||
: UpgradeDifficulty (spawns a stronger enemy if you play on medium or hard)  | |||
: NoAutoDrop (doesn't drop "used" shield, "used" invisibility and LSI when killed)  | |||
|-  | |||
|<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)  | |||
|  | |||
|-  | |||
|valign=top|<Scripts>  | |||
|valign=top|independent from BSL main function  | |||
|  | |||
: <Spawn> (called when character is spawned)  | |||
: <Die> (called when character dies (health reaches 0); can work multiple times)  | |||
: <Combat> (called when character notices an enemy; works only once)  | |||
: <Alarm> (called when character is alarmed)  | |||
: <Hurt> (called when character is hurt for the first time; works only once)  | |||
: <Defeated> (called when character is "defeated" (health reaches 1); works only once)  | |||
: <OutOfAmmo> (called when character runs out of ammo (reloads a weapon with the last clip/cell); works only once, and the character must have the ammo at spawn-time)  | |||
: <font style="color:#777"><NoPath> (should be called when a character has trouble pathfinding, but isn't</font>)  | |||
|-  | |||
|valign=top|<AdditionalHealth>  | |||
|''main'' health is stored in ONCC, "additional health" will be added to that ''main'' health  | |||
|  | |||
|-  | |||
|<Job>  | |||
|  | |||
|  | |||
|-  | |||
|valign=top|<Type>  | |||
|  | |||
|  | |||
: None  | |||
: Idle  | |||
: <font color="#777">Guard (never used in Oni)</font>  | |||
: Patrol  | |||
: <font color="#777">Teambattle (never used in Oni)</font>  | |||
|-  | |||
|valign=top|<Behaviors>  | |||
|specified by IDs linking to melee, combat and neutral profile collection file  | |||
|  | |||
|-  | |||
|valign=top|[[OBD_talk:BINA/OBJC/CMBT|<CombatId>]]  | |||
|  | |||
|  | |||
: 0 (Stand_and_Fire)  | |||
: 1 (Murder)  | |||
: 2 (Shoot_And_Fight)  | |||
: 3 (Take_my_Big_Black_Stuff)  | |||
: 4 (Assault)  | |||
: 5 (Civilian)  | |||
: 6 (Pursuit)  | |||
: 7 (Group_battle)  | |||
: 8 (Watchman)  | |||
: 9 (Barabbas_TCTF)  | |||
: 10 (COMGUY)  | |||
: 11 (SuperNinja)  | |||
: 12 (Griffin)  | |||
: 13 (Mutant_Muro)  | |||
: 14 (Alarm Guard)  | |||
: 15 (Non-Combatant)  | |||
: 16 (Griffin_Final)  | |||
: 207 (Sniper)  | |||
: 208 (Sniper For Joe)  | |||
: 17 (Average_striker; new profile for AE)  | |||
|-  | |||
|<MeleeId>  | |||
|[[OBD:BINA/OBJC/MELE#All_profiles_sorted_by_ID|here are all melee IDs sorted by ID]]  | |||
|  | |||
|-  | |||
|<NeutralId>  | |||
|[[OBD:BINA/OBJC/NEUT|...]] (no overview so far)  | |||
|  | |||
|-  | |||
|<Inventory>  | |||
|  | |||
|  | |||
|-  | |||
|valign=top|<Ammo>  | |||
|  | |||
|  | |||
:<Use> (characters can uses such items by given amount; AI cannot use hypos)  | |||
:<Drop> (AI characters drops such items when defeated)  | |||
|-  | |||
|valign=top|<EnergyCell>  | |||
|  | |||
|  | |||
:<Use>  | |||
:<Drop>  | |||
|-  | |||
|valign=top|<Hypo>  | |||
|  | |||
|  | |||
:<Use>  | |||
:<Drop>  | |||
|-  | |||
|valign=top|<Shield>  | |||
|  | |||
|  | |||
:<Use>  | |||
:<Drop>  | |||
|-  | |||
|valign=top|<Invisibility>  | |||
|  | |||
|  | |||
:<Use>  | |||
:<Drop>  | |||
|-  | |||
|valign=top|<Team>  | |||
|  | |||
|  | |||
: Konoko  | |||
: TCTF  | |||
: Syndicate  | |||
: Neutral  | |||
: SecurityGuard  | |||
: RogueKonoko  | |||
: Switzlerland (is melee-immune)  | |||
: SyndicateAccessory  | |||
|-  | |||
|<InitialAmmo>  | |||
|ammo in weapon, percent value: 0 - 100, ''overload'' not tested  | |||
|  | |||
|-  | |||
|<Alert>  | |||
|  | |||
|  | |||
|-  | |||
|valign=top|<Initial>  | |||
|valign=top|initial alert level  | |||
|  | |||
:lull  | |||
:low  | |||
:medium  | |||
:high  | |||
:combat  | |||
|-  | |||
|valign=top|<Minimal>  | |||
|valign=top|minimal alert level  | |||
|  | |||
:lull  | |||
:low  | |||
:medium  | |||
:high  | |||
:combat  | |||
|-  | |||
|valign=top|<JobStarting>  | |||
|valign=top|alert level when starting a job  | |||
|  | |||
:lull  | |||
:low  | |||
:medium  | |||
:high  | |||
:combat  | |||
|-  | |||
|valign=top|<Investigating>  | |||
|valign=top|alert level when investigating  | |||
|  | |||
:lull  | |||
:low  | |||
:medium  | |||
:high  | |||
:combat  | |||
|-  | |||
|valign=top|<AlarmGroups>  | |||
|character will be alarmed by script command ai2_tripalarm(N) or alarm console; N can be 0 up to 31  | |||
|  | |||
|-  | |||
|valign=top|<Pursuit>  | |||
|[[CHAR#Less_basic_setup_-_Inventory.2C_team.2C_jobs.2C_alert.2Fpursuit|HERE]] are information about "Alert" and "Pursuit".  | |||
|  | |||
|-  | |||
|valign=top|<nowiki><Strong></nowiki>  | |||
|  | |||
|  | |||
: 0  | |||
: 1  | |||
: 2  | |||
: 3  | |||
: 4  | |||
|-  | |||
|valign=top|<Weak>  | |||
|  | |||
|  | |||
: 0  | |||
: 1  | |||
: 2  | |||
: 3  | |||
: 4  | |||
|-  | |||
|valign=top|<StrongSeen>  | |||
|  | |||
|  | |||
: 0  | |||
: 1  | |||
: 2  | |||
: 3  | |||
: 4  | |||
|-  | |||
|valign=top|<WeakSeen>  | |||
|  | |||
|  | |||
: 0  | |||
: 1  | |||
: 2  | |||
: 3  | |||
: 4  | |||
|-  | |||
|valign=top|<Lost>  | |||
|  | |||
|  | |||
: 0  | |||
: 1  | |||
: 2  | |||
: 3  | |||
: 4  | |||
|}  | |||
edits