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__TOC__
=talk=
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:::That is how I learn particles, too. ^_^ [[User:Gumby|Gumby]] 17:20, 22 May 2009 (UTC)
:::That is how I learn particles, too. ^_^ [[User:Gumby|Gumby]] 17:20, 22 May 2009 (UTC)
=XML section=
==file structure==
<?xml version="1.0" encoding="utf-8"?>
<Oni Version="0.9.30.0">
    <Particle Name="''particle_file_name''">
        <Options>
            <Lifetime></Lifetime>
            <DisableDetailLevel>[... see '''[[#options|HERE]]''' for a possible flag]</DisableDetailLevel>
            <Decorative></Decorative>
            [...]
        </Options>
        <Properties>
            [...]
        </Properties>
        <Appearance>
            <DisplayType>[... see '''[[#appearance|HERE]]''' for a possible flag]</DisplayType>
            [...]
        </Appearance>
        <Attractor>
            <Target>[... see '''[[#attractor|HERE]]''' for a possible flag]</Target>
            <Selector>[... see '''[[#attractor|HERE]]''' for a possible flag]</Selector>
            <Class />
            [...]
        </Attractor>
        '''[[#variable storage types|<Variables>]]'''
            [...]
        </Variables>
        <Emitters>
            <Emitter>
                [... see '''[[#emitter|HERE]]''' for emitter data]
            </Emitter>
        </Emitters>
        <Events>
            [... see '''[[#event types|HERE]]''' for '''''<event_type_tag>''''']
[... see '''[[#action types: ID and parameter|HERE]]''' for '''<action_type_tag>''']
                    [... see '''[[#action types: ID and parameter|HERE]]''' for '''''<parameter_tag>[[#parameter value types|value]]</parameter_tag>''''']
''<action_type_tag>''
            ''</event_type_tag>''
        </Events>
    </Particle>
</Oni>
==options==
{{table}}
!XML tag
!description
!value type / flags plus description
|-
|valign=top|<Lifetime>
|width=50%|particle exist for X seconds; X is float value, so you could write 1.25 if a second is to less and 2 too many; 0 means forever
|
|-
|valign=top|<DisableDetailLevel>
|
|
: Never
: Medium
: Low
|-
|valign=top|<Decorative>
|
|
|-
|valign=top|<CollideWithWalls>
|
|
|-
|valign=top|<CollideWithChars>
|
|
|-
|valign=top|<InitiallyHidden>
|
|
|-
|valign=top|<DrawAsSky>
|
|
|-
|valign=top|<DontAttractThroughWalls>
|
|
|-
|valign=top|<ExpireOnCutscene>
|
|
|-
|valign=top|<DieOnCutscene>
|
|
|-
|valign=top|<LockPositionToLink>
|
|
|-
|valign=top|<CollisionRadius>
|
|
|-
|valign=top|<AIDodgeRadius>
|
|
|-
|valign=top|<AIAlertRadius>
|
|
|-
|valign=top|<FlyBySoundName />
|
|
|}
==properties==
{{table}}
!XML tag
!description
!value type / flags plus description
|-
|valign=top|<HasVelocity>
|
|
|-
|valign=top|<HasOrientation>
|
|
|-
|valign=top|<HasPositionOffset>
|
|
|-
|valign=top|<HasAttachmentMatrix>
|
|
|-
|valign=top|<HasUnknown>
|
|
|-
|valign=top|<HasDecalState>
|
|
|-
|valign=top|<HasTextureStartTick>
|
|
|-
|valign=top|<HasTextureTick>
|
|
|-
|valign=top|<HasDamageOwner>
|
|
|}
==appearance==
{{table}}
!XML tag
!description
!value type / flags plus description
|-
|valign=top|<DisplayType>
|
|
: Sprite
: RotatedSprite
: Beam
: Arrow
: Flat
: OrientedContrail
: Discuss
: Decal
: Geometry
|-
|valign=top|<TexGeom>
|
|
|-
|valign=top|<Invisible>
|
|
|-
|valign=top|<IsContrailEmitter>
|
|
|-
|valign=top|<ScaleToVelocity>
|
|
|-
|valign=top|<Scale>
|
|
|-
|valign=top|<UseSeparateYScale>
|
|
|-
|valign=top|<YScale>
|needs <UseSeparateYScale>true</UseSeparateYScale> to be enabled
|
|-
|valign=top|<Rotation>
|
|
|-
|valign=top|<Alpha>
|transparency
|
|-
|valign=top|<XOffset>
|
|
|-
|valign=top|<XShorten>
|
|
|-
|valign=top|<Tint>
|R G B A means red green blue alpha
|
|-
|valign=top|<FadeOutOnEdge>
|
|
|-
|valign=top|<OneSidedEdgeFade>
|
|
|-
|valign=top|<EdgeFadeMin>
|
|
|-
|valign=top|<EdgeFadeMax>
|
|
|-
|valign=top|<MaxContrailDistance>
|
|
|-
|valign=top|<LensFlare>
|
|
|-
|valign=top|<LensFlareDistance>
|
|
|-
|valign=top|<LensFlareFadeInFrames>
|
|
|-
|valign=top|<LensFlareFadeOutFrames>
|
|
|-
|valign=top|<DecalFullBrightness>
|
|
|-
|valign=top|<MaxDecals>
|
|
|-
|valign=top|<DecalFadeFrames>
|
|
|-
|valign=top|<DecalWrapAngle>
|
|
|}
==attractor==
{{table}}
!XML tag
!description
!value type / flags plus description
|-
|valign=top|<Target>
|
|
: None
: Link
: Class
: Tag
: Characters
: Hostiles
: EmittedTowards
: ParentAttractor
: AllCharacters
|-
|valign=top|<Selector>
|
|
: Distance
: Angle
|-
|valign=top|<Class />
|Used when target is "class", right?
|
|-
|valign=top|<MaxDistance>
|
|
|-
|valign=top|<MaxAngle>
|
|
|-
|valign=top|<AngleSelectMin>
|
|
|-
|valign=top|<AngleSelectMax>
|
|
|-
|valign=top|<AngleSelectWeight>
|
|
|}
==variable storage types==
{{table}}
!XML tag
!description
!value type / flags plus description
|-
|<Float Name="''variable''">''float_value''</Float>
|
|
|-
|<Color Name="''variable''">''R G B''</Color>
|
|
|-
|<PingPongState Name="''variable''">''?''</PingPongState>
|
|? = zero / one ?
|}
==parameter value types==
Grey is additional for variable section.
{{table}}
|
0 - variable; variable name follows
|
<font color="#777777"><Float Name="''variable''"></font>''variable''<font color="#777777"></Float></font>
|-
|
1 - none (action parameters use this to indicate an unused parameter)
|
?
|-
|
3 - float; constant; 1 float value follows
4 - float; random; 2 float values follow (min, max)
5 - float; bell curve; 2 float values follow (mean, stddev)
|
<font color="#777777"><Float Name="''variable''"></font>''float_value''<font color="#777777"></Float></font>
<font color="#777777"><Float Name="''variable''"></font><Random Min="''float_value''" Max="''float_value''" /><font color="#777777"></Float></font>
<font color="#777777"><Float Name="''variable''"></font><BellCurve Mean="''float_value''" StdDev="''float_value''" /><font color="#777777"></Float></font>
|-
|
6 - instance; instance name follows
|
?
|-
|
7 - color; constant; 1 color follows
8 - color; random; 2 color follow (min, max)
9 - color; bell curve; 2 color follow (mean, stddev)
|
<font color="#777777"><Color Name="''variable''"></font>''R G B''<font color="#777777"></Color></font>
<font color="#777777"><Color Name="''variable''"></font><Random Min="''R G B''" Max="''R G B''" /><font color="#777777"></Color></font>
<font color="#777777"><Color Name="''variable''"></font><BellCurve Mean="? ? ? ?" StdDev="? ? ? ?" /><font color="#777777"></Color></font>
|-
|
0A - int32; constant; int32 follows
|
?
|-
|
0B - time cycle; 2 float values follow (cycle length, scale)
|
<TimeCycle Length="..." Scale="..." />
|}
==emitter==
{{table}}
!XML tag
!description
!value type / flags plus description
|-
|<Class>
|valign=top|particle file name without prefix (BINA3RAP) and without suffix (.oni)
|
|-
|valign=top|<Flags>
|
|
: InitiallyOn
: IncreaseParticleCount
: TurnOffAtTreshold
: EmitWithParentVelocity
: Unknown0020
: OrientToVelocity
: InheritTint
: OnePerAttractor
: AtLeastOne
: CycleAttractors
|-
|valign=top|<TurnOffTreshold>
|
Tag contains the number (threshold) of particle which must be reached before emitter becomes turned off. Threshold needs two flags to be set: IncreaseParticleCount and TurnOffAtTreshold.
|
|-
|valign=top|<Probability>
|
Let's say threshold was set to 10 and probability to 0.5 then you might get 5 particle emitted, sometimes less, sometime more, it's an average. (threshold * probability = emitted particle)
|
|-
|valign=top|<Copies>
|
It's actually a multiplier, set it to 0 and no particle will be emitted. Copies doesn't effects the treshold counting. The copies become emitted at the same place as the original particle so you might not see any difference (because they overlay each other) until they have a random movement.
|
|-
|valign=top|<LinkTo>
|
|
: this
: 0
: 1
: 2
: 3
: 4
: 5
: 6
: 7
: link
|-
|valign=top|<Rate>...</Rate>
|valign=top|Interval in seconds.
|
... can be:
<Continous>
    <Interval></Interval>
</Continous>
----
<Random>
    <MinInterval></MinInterval>
    <MaxInterval></MaxInterval>
</Random>
----
<Instant />
----
<Distance>
    <Distance></Distance>
</Distance>
----
  <Attractor>
    <RechargeTime></RechargeTime>
    <CheckInterval></CheckInterval>
  </Attractor>
|-
|valign=top|<Position>...</Position>
|
|
... can be:
<Point />
----
<Line>
    <Radius></Radius>
</Line>
----
<Circle>
    <InnerRadius></InnerRadius>
    <OuterRadius></OuterRadius>
</Circle>
----
<Sphere>
    <InnerRadius></InnerRadius>
    <OuterRadius></OuterRadius>
</Sphere>
----
cylinder needs to be tested again
<Cylinder>
    <Height></Height>
    <InnerRadius></InnerRadius>
    <OuterRadius></OuterRadius>
<Cylinder>
----
<BodySurface>
    <OffsetRadius></OffsetRadius>
</BodySurface>
----
<BodyBones>
    <OffsetRadius></OffsetRadius>
</BodyBones>
|-
|valign=top|<Direction>...</Direction>
|
|
... can be:
<Straight />
----
<Random />
----
<Cone>
    <Angle></Angle>
    <CenterBias></CenterBias>
</Cone>
----
<Ring>
    <Angle></Angle>
    <Offset></Offset>
</Ring>
----
<Offset>
    <X></X>
    <Y></Y>
    <Z></Z>
</Offset>
----
<Inaccurate>
    <BaseAngle></BaseAngle>
    <Inaccuracy></Inaccuracy>
    <CenterBias></CenterBias>
</Inaccurate>
----
<Attractor />
|-
|valign=top|<Speed>...</Speed>
|
|
... can be:
<Uniform>
    <Speed></Speed>
</Uniform>
----
<Stratified>
    <Speed1></Speed1>
    <Speed2></Speed2>
</Stratified>
|-
|valign=top|<Orientation>...</Orientation>
|
|
... can be:
: LocalPosX
: LocalNegX
: LocalPosY
: LocalNegY
: LocalPosZ
: LocalNegZ
: WorldPosX
: WorldNegX
: WorldPosY
: WorldNegY
: WorldPosZ
: WorldNegZ
: Velocity
: ReverseVelocity
: TowardsEmitter
: AwayFromEmitter
|-
|valign=top|<OrientationUp>...</OrientationUp>
|
|
... can be:
: LocalPosX
: LocalNegX
: LocalPosY
: LocalNegY
: LocalPosZ
: LocalNegZ
: WorldPosX
: WorldNegX
: WorldPosY
: WorldNegY
: WorldPosZ
: WorldNegZ
: Velocity
: ReverseVelocity
: TowardsEmitter
: AwayFromEmitter
|}
==event types==
: Update
: Pulse
: Start
: Stop
: BackgroundFxStart
: BackgroundFxStop
: HitWall
: HitCharacter
: Lifetime
: Explode
: BrokenLink
: Create
: Die
: NewAttractor
: DelayStart
: DelayStop
{|BORDER=1 CELLSPACING=0 CELLPADDING=2 STYLE="border-style:solid; border-collapse:collapse; empty-cells:show; background-color:#f9f9f9;" WIDTH=100% ALIGN=center
|width=50%|
'''schemata 1'''
|
'''example 1'''
|-
|
            <''Event''>
                <''action_ID_tag_'''without_parameter''''' />
            </''Event''>
|
            <HitWall>
                <Die />
            </HitWall>
|-
|
'''schemata 2'''
|
'''example 2'''
|-
|valign=top|
            <''Event''>
                <''action_ID_tag_'''with_parameter'''''>
                    <''parameter_tag''>''value_or_variable''</parameter_tag>
                </''action_ID_tag_'''with_parameter'''''>
            </''Event''>
|
            <Update>
                <SuperParticle>
                    <Variable>emit_rate</Variable>
                    <VaseValue>0.25</VaseValue>
                    <DeltaValue>-0.1</DeltaValue>
                    <MinValue>0.1</MinValue>
                    <MaxValue>20</MaxValue>
                </SuperParticle>
            </Update>
|}
==action types: ID and parameter==
'''action ID old description|parameter XML action tag XML parameter tag'''
-------------------------------------------------------------------------------------------------------------
0 Linear Change <AnimateLinear>
float var <Target></Target>
float rate <Rate></Rate>
</AnimateLinear>
-------------------------------------------------------------------------------------------------------------
1 Acceler. Change <AnimateAccelerated>
float var <Target></Target>
float anim_vel <Velocity></Velocity>
float accel <Acceleration></Acceleration>
</AnimateAccelerated>
-------------------------------------------------------------------------------------------------------------
2 Random Change <AnimateRandom>
float var <Target></Target>
float min <Min></Min>
float max <Max></Max>
float rate <Rate></Rate>
</AnimateRandom>
-------------------------------------------------------------------------------------------------------------
3 Pingpong Change <AnimatePingPong>
float var <Target></Target>
pingpong_state pingpong <State></State>
float min <Min></Min>
float max <Max></Max>
float rate <Rate></Rate>
</AnimatePingPong>
-------------------------------------------------------------------------------------------------------------
4 Looping Change <AnimateLoop>
float var <Target></Target>
float min <Min></Min>
float max <Max></Max>
float rate <Rate></Rate>
</AnimateLoop>
-------------------------------------------------------------------------------------------------------------
5 Change To Value <AnimateToValue>
float var <Target></Target>
float rate <Rate></Rate>
float endpoint <Value></Value>
</AnimateToValue>
-------------------------------------------------------------------------------------------------------------
6 Color Blend <ColorInterpolate>
color var <Target></Target>
color color_0 <Color0></Color0>
color color_1 <Color1></Color1>
float blendval <Amount></Amount>
</ColorInterpolate>
-------------------------------------------------------------------------------------------------------------
7 -
-------------------------------------------------------------------------------------------------------------
8 Fade Out '''<font color="#0000FF" title="particle becomes killed after X seconds, it fades out during that time"><FadeOut></font>'''
float time_to_die <TimeToDie>''X''</TimeToDie>
</FadeOut>
-------------------------------------------------------------------------------------------------------------
9 Enable Action '''<font color="#0000FF" title="has action X as target in Update event section"><EnableAtTime></font>'''
action_index action <Action>''X''</Action>
float lifetime '''<font color="#999999" title="appears to be useless"><Lifetime></Lifetime></font>'''
</EnableAtTime>
-------------------------------------------------------------------------------------------------------------
10 Disable Action '''<font color="#0000FF" title="has action X as target in Update event section"><DisableAtTime></font>'''
action_index action <Action>''X''</Action>
float lifetime '''<font color="#999999" title="appears to be useless"><Lifetime></Lifetime></font>'''
</DisableAtTime>
-------------------------------------------------------------------------------------------------------------
11 Die '''<font color="#0000FF" title="particle becomes killed now"><Die /></font>'''
-------------------------------------------------------------------------------------------------------------
12 Set Lifetime '''<font color="#0000FF" title="particle becomes killed after X seconds"><SetLifetime></font>'''
float time <Time>''X''</Time>
</SetLifetime>
-------------------------------------------------------------------------------------------------------------
13 Enable Emitter '''<font color="#0000FF" title="starts emitter X"><EmitActivate></font>'''
emitter emitter_num <Emitter>''X''</Emitter>
</EmitActivate>
-------------------------------------------------------------------------------------------------------------
14 Disable Emitter '''<font color="#0000FF" title="stops emitter X"><EmitDeactivate></font>'''
emitter emitter_num <Emitter>''X''</Emitter>
</EmitDeactivate>
-------------------------------------------------------------------------------------------------------------
15 Emit Particles '''<font color="#0000FF" title="starts emitter X, Y particle becomes emitted"><EmitParticles></font>'''
emitter emitter_num <Emitter>''X''</Emitter>
float particles <Particles>''Y''</Particles>
</EmitParticles>
-------------------------------------------------------------------------------------------------------------
16 Change Class <ChangeClass>
emitter emitter_num <Emitter></Emitter>
</ChangeClass>
-------------------------------------------------------------------------------------------------------------
17 KillLastEmitted <KillLastEmitted>
emitter emitter_num <Emitter></Emitter>
</KillLastEmitted>
-------------------------------------------------------------------------------------------------------------
18 ExplodeLastEmit <ExplodeLastEmitted>
emitter emitter_num <Emitter></Emitter>
</ExplodeLastEmitted>
-------------------------------------------------------------------------------------------------------------
19 -
-------------------------------------------------------------------------------------------------------------
20 Start Amb Sound <AmbientSound>
string sound <Sound></Sound>
</AmbientSound>
-------------------------------------------------------------------------------------------------------------
21 End Amb Sound <EndAmbientSound />
-------------------------------------------------------------------------------------------------------------
22 -
-------------------------------------------------------------------------------------------------------------
23 Impulse Sound <ImpulseSound>
string sound <Sound></Sound>
</ImpulseSound>
-------------------------------------------------------------------------------------------------------------
24 -
-------------------------------------------------------------------------------------------------------------
25 -
-------------------------------------------------------------------------------------------------------------
26 Damage Char <DamageChar>
float damage <Damage></Damage>
float stun_damage <StunDamage></StunDamage>
float knockback <KnockBack></KnockBack>
damage_type damage_type '''<font color="#0000FF" title="0 - normal; 1 - minor stun; 2 - major stun; 3 - minor knockdown; 4 - major knockdown; 5 - blownup; 6 - pickup"><DamageType></DamageType></font>'''
boolean self_immune <SelfImmune></SelfImmune>
boolean can_hit_mult '''<font color="#0000FF" title="tag is missing when value is 0"><CanHitMultiple></CanHitMultiple></font>'''
</DamageChar>
-------------------------------------------------------------------------------------------------------------
27 Blast Damage <DamageBlast>
float damage <Damage></Damage>
float stun_damage <StunDamage></StunDamage>
float knockback <KnockBack></KnockBack>
float radius <Radius></Radius>
blast_falloff falloff <FallOff></FallOff>
damage_type damage_type '''<font color="#0000FF" title="0 - normal; 1 - minor stun; 2 - major stun; 3 - minor knockdown; 4 - major knockdown; 5 - blownup; 6 - pickup"><DamageType></DamageType></font>'''
boolean self_immune <SelfImmune></SelfImmune>
boolean damage_environ '''<font color="#DD0000">(Was not listed in extracted file. Missing?)</font>'''
</DamageBlast>
-------------------------------------------------------------------------------------------------------------
28 Explode '''<font color="#0000FF" title="this action triggers Explode event"><Explode /></font>'''
-------------------------------------------------------------------------------------------------------------
29 Damage Environ. <DamageEnvironment>
float damage <Damage></Damage>
</DamageEnvironment>
-------------------------------------------------------------------------------------------------------------
30 Glass Charge <GlassCharge>
float blast-vel <BlastVelocity></BlastVelocity>
                float radius <Radius></Radius>
</GlassCharge>
-------------------------------------------------------------------------------------------------------------
31 Stop '''<font color="#0000FF" title="calls Stop event"><Stop /></font>'''
-------------------------------------------------------------------------------------------------------------
32 -
-------------------------------------------------------------------------------------------------------------
33 Rotate X <RotateX>
coord_frame space <Space></Space>
float rate <Rate></Rate>
boolean rotate_velocity <RotateVelocity></RotateVelocity>
</RotateX>
-------------------------------------------------------------------------------------------------------------
34 Rotate Y <RotateY>
coord_frame space <Space></Space>
float rate <Rate></Rate>
boolean rotate_velocity <RotateVelocity></RotateVelocity>
</RotateY>
-------------------------------------------------------------------------------------------------------------
35 Rotate Z <RotateZ>
coord_frame space <Space></Space>
float rate <Rate></Rate>
boolean rotate_velocity <RotateVelocity></RotateVelocity>
</RotateZ>
-------------------------------------------------------------------------------------------------------------
36 -
-------------------------------------------------------------------------------------------------------------
37 Find Attractor <FindAttractor>
float delaytime <DelayTime></DelayTime>
</FindAttractor>
-------------------------------------------------------------------------------------------------------------
38 Attract Gravity <AttractGravity>
float gravity <Gravity></Gravity>
float max_g <MaxG></MaxG>
boolean horiz_only <HorizontalOnly></HorizontalOnly>
</AttractGravity>
-------------------------------------------------------------------------------------------------------------
39 Attract Homing <AttractHoming>
float turn_speed <TurnSpeed></TurnSpeed>
boolean predict_pos <PredictPosition></PredictPosition>
boolean horiz_only <HorizontalOnly></HorizontalOnly>
</AttractHoming>
-------------------------------------------------------------------------------------------------------------
40 Attract Spring <AttractSpring>
float accel_rate <AccelRate></AccelRate>
float max_accel <MaxAccel></MaxAccel>
float desired_dist <DesiredDistance></DesiredDistance>
</AttractSpring>
-------------------------------------------------------------------------------------------------------------
47 Apply Velocity <MoveLine />
-------------------------------------------------------------------------------------------------------------
48 Apply Gravity <MoveGravity>
float fraction <Fraction></Fraction>
</MoveGravity>
-------------------------------------------------------------------------------------------------------------
49 Spiral <MoveSpiral>
float theta <Theta></Theta>
float radius <Radius></Radius>
float rotate_speed <RotateSpeed></RotateSpeed>
</MoveSpiral>
-------------------------------------------------------------------------------------------------------------
50 Air Resistance <MoveResistance>
float resistance <Resistance></Resistance>
float minimum_vel <MinimumVelocity></MinimumVelocity>
<MoveResistance>
-------------------------------------------------------------------------------------------------------------
51 Drift <MoveDrift>
float acceleration <Acceleration></Acceleration>
float max_speed <MaxSpeed></MaxSpeed>
float sideways_decay <SidewaysDecay></SidewaysDecay>
float dir_x <DirX></DirX>
float dir_y <DirY></DirY>
float dir_z <DirZ></DirZ>
coord_frame space <Space></Space>
</MoveDrift>
-------------------------------------------------------------------------------------------------------------
52 Set Speed <SetVelocity>
float speed <Speed></Speed>
coord_frame space <Space></Space>
boolean no_sideways <NoSideways></NoSideways>
</SetVelocity>
-------------------------------------------------------------------------------------------------------------
53 Spiral Tangent <SpiralTangent>
float theta <Theta></Theta>
float radius <Radius></Radius>
float rotate_speed <Rotate_speed></Rotate_speed>
</SpiralTangent>
-------------------------------------------------------------------------------------------------------------
54 KillBeyondPoint <KillBeyondPoint>
axis direction <Direction></Direction>
float value <Value></Value>
</KillBeyondPoint>
-------------------------------------------------------------------------------------------------------------
55 Create Effect <CollisionEffect>
string classname <Effect></Effect>
float wall_offset <WallOffset></WallOffset>
collision_orient orientation <Orientation></Orientation>
boolean attach <Attach></Attach>
                </CollisionEffect>
-------------------------------------------------------------------------------------------------------------
56 Stick To Wall <SitckToWall />
-------------------------------------------------------------------------------------------------------------
57 Bounce <Bounce>
float elastic_direct <ElasticDirect></ElasticDirect>
float elastic_glancing <ElasticGlancing></ElasticGlancing>
</Bounce>
-------------------------------------------------------------------------------------------------------------
59 Chop Particle <Chop />
-------------------------------------------------------------------------------------------------------------
60 Impact Effect [[OBD_talk:Impt|<ImpactEffect>]]
string impact_type '''<font color="#0000FF" title="Name of impact, registered in ONIE. The looked up material is known from collided particle. Impt and Mtrl file must exist"><ImpactType></ImpactType></font>'''
impact_modifier impact_modifier <ImpactModifier></ImpactModifier>
</ImpactEffect>
-------------------------------------------------------------------------------------------------------------
61 -
-------------------------------------------------------------------------------------------------------------
62 Unhide Particle '''<font color="#0000FF" title="unhide particle"><Show /></font>'''
-------------------------------------------------------------------------------------------------------------
63 Hide Particle '''<font color="#0000FF" title="hide particle, cannot collide with characters anymore, emitters stay active"><Hide /></font>'''
-------------------------------------------------------------------------------------------------------------
64 Set TextureTick <SetTextureTick>
float tick <Tick></Tick>
</SetTextureTick>
-------------------------------------------------------------------------------------------------------------
65 Random TexFrame <RandomTextureFrame />
-------------------------------------------------------------------------------------------------------------
66 .. 69 -
-------------------------------------------------------------------------------------------------------------
70 Set Variable <SetVariable>
float var <Target></Target>
float value <Value></Value>
</SetVariable>
-------------------------------------------------------------------------------------------------------------
71 Recalculate All <RecalculateAll />
-------------------------------------------------------------------------------------------------------------
72 Enable Above <EnableAbove>
action_index action <Action></Action>
float var <Var></Var>
float threshold <Threshold></Threshold>
</EnableAbove>
-------------------------------------------------------------------------------------------------------------
73 Enable Below <EnableBelow>
action_index action <Action></Action>
float var <Var></Var>
float threshold <Threshold></Threshold>
</EnableBelow>
-------------------------------------------------------------------------------------------------------------
74 Enable Now '''<font color="#0000FF" title="enables action X in Update event section"><EnableNow></font>'''
action_index action <Action>X</Action>
</EnableNow>
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75 Disable Now '''<font color="#0000FF" title="disables action X in Update event section"><DisableNow></font>'''
action_index action <Action>X</Action>
</DisableNow>
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76 -
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77 SuperB Trigger <SuperBallTrigger>
emitter emitter_num <Emitter></Emitter>
float fuse_time <FuseTime></FuseTime>
</SuperBallTrigger>
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78 BreakableStop <StopIfBreakable />
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79 Avoid Walls <AvoidWalls>
float axis_x <AxisX></AxisX>
float axis_y <AxisY></AxisY>
float axis_z <AxisZ></AxisZ>
float cur_angle <CurrentAngle></CurrentAngle>
float t_until_check <TimeUntilCheck></TimeUntilCheck>
float sense_dist <SenseDistance></SenseDistance>
float turning_speed <TurningSpeed></TurningSpeed>
float turning_decay <TurningDecay></TurningDecay>
</AvoidWalls>
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80 Random Swirl <RandomSwirl>
float swirl_angle <SwirlAngle></SwirlAngle>
float swirl_baserate <SwirlBaseRate></SwirlBaseRate>
float swirl_deltarate <SwirlDeltaRate></SwirlDeltaRate>
float swirl_speed <SwirlSpeed></SwirlSpeed>
</RandomSwirl>
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81 Follow Player <FloatAbovePlayer>
float height <Height></Height>
</FloatAbovePlayer>
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82 Stop BelowSpeed <StopIfSlow>
float speed <Speed></Speed>
</StopIfSlow>
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83 Super Particle <SuperParticle>
float variable <Variable></Variable>
float base_value <VaseValue></VaseValue>
float delta_value <DeltaValue></DeltaValue>
float min_value <MinValue></MinValue>
float max_value <MaxValue></MaxValue>
</SuperParticle>
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84 Stop Our Link <StopLink />
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85 Check Link <CheckLink />
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86 Break Links To <BreakLink />
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8,189

edits