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OBD talk:BINA/PAR3: Difference between revisions

m
locklights notes - part 2
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m (locklights notes - part 2)
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  30 Glass Charge <GlassCharge>
  30 Glass Charge <GlassCharge>
  float blast-vel <BlastVelocity></BlastVelocity>
  float blast-vel <BlastVelocity></BlastVelocity>
                float radius <Radius></Radius>
float radius <Radius></Radius>
  </GlassCharge>
  </GlassCharge>
  -------------------------------------------------------------------------------------------------------------
  -------------------------------------------------------------------------------------------------------------
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=notes on looklights=
=notes on looklights=
Locklights are particle which indicate whether a door is locked or not.
They are presented in [[OBD:ONLV|ONLV]] (ENVP section) with different names but are all called from "BINA3RAPlocklight.xml" and "BINA3RAPlocklight2.xml".
{|BORDER=1 CELLSPACING=0 CELLPADDING=2 STYLE="border-style:solid; border-collapse:collapse; empty-cells:show; background-color:#f9f9f9;" WIDTH=100% ALIGN=center
{|BORDER=1 CELLSPACING=0 CELLPADDING=2 STYLE="border-style:solid; border-collapse:collapse; empty-cells:show; background-color:#f9f9f9;" WIDTH=100% ALIGN=center
|
|
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         </Events>
         </Events>
|valign=top|
|valign=top|
Locklights are particle which indicate whether a door is locked or not.
They are presented in [[OBD:ONLV|ONLV]] (ENVP section) with different names but are all called from "BINA3RAPlocklight.xml" and "BINA3RAPlocklight2.xml".
The locklight becomes created on level start.
The locklight becomes created on level start.


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<font color="#777777"><Target></font>color<font color="#777777"></Target></font> serves as output and is used by the <tint> tag.
<font color="#777777"><Target></font>color<font color="#777777"></Target></font> serves as output and is used by the <tint> tag.
|}
'''The BINA3RAPlocklight.xml original file doesn't allow new events because of its buggy behavior.''' Gumby solved the problem by putting the "SetVariable" code into the start and stop event. During a final test additional code showed accidentally that particles identifies doors as characters. A small vid can be seen [http://www.youtube.com/watch?v=kY8uH5vRt3Q here.]
{|{{table}}
|-BGCOLOR="#E9E9E9"
|
{{divhide|See used code here > |2=<br />
<?xml version="1.0" encoding="utf-8"?>
<Oni Version="0.9.52.0">
    <Particle Name="locklight">
        <Options>
            <Lifetime>0</Lifetime>
            <DisableDetailLevel>Never</DisableDetailLevel>
            <Decorative>true</Decorative>
            <CollideWithWalls>false</CollideWithWalls>
            <CollideWithChars>true</CollideWithChars>
            <InitiallyHidden>false</InitiallyHidden>
            <DrawAsSky>false</DrawAsSky>
            <DontAttractThroughWalls>false</DontAttractThroughWalls>
            <ExpireOnCutscene>false</ExpireOnCutscene>
            <DieOnCutscene>false</DieOnCutscene>
            <LockPositionToLink>false</LockPositionToLink>
            <CollisionRadius>7</CollisionRadius>
            <AIDodgeRadius>0</AIDodgeRadius>
            <AIAlertRadius>0</AIAlertRadius>
            <FlyBySoundName />
        </Options>
        <Properties>
            <HasVelocity>false</HasVelocity>
            <HasOrientation>true</HasOrientation>
            <HasPositionOffset>false</HasPositionOffset>
            <HasAttachmentMatrix>true</HasAttachmentMatrix>
            <HasUnknown>false</HasUnknown>
            <HasDecalState>false</HasDecalState>
            <HasTextureStartTick>false</HasTextureStartTick>
            <HasTextureTick>false</HasTextureTick>
            <HasDamageOwner>false</HasDamageOwner>
            <HasContrailData>false</HasContrailData>
            <HasLensFlareState>true</HasLensFlareState>
            <HasAttractor>false</HasAttractor>
            <HasCollisionCache>true</HasCollisionCache>
        </Properties>
        <Appearance>
            <DisplayType>RotatedSprite</DisplayType>
            <TexGeom>lensflare11</TexGeom>
            <Invisible>false</Invisible>
            <IsContrailEmitter>false</IsContrailEmitter>
            <ScaleToVelocity>false</ScaleToVelocity>
            <Scale>2</Scale>
            <UseSeparateYScale>false</UseSeparateYScale>
            <YScale>1</YScale>
            <Rotation>0</Rotation>
            <Alpha>
                <Random Min="0.8" Max="0.9" />
            </Alpha>
            <XOffset>0</XOffset>
            <XShorten>0</XShorten>
            <UseSpecialTint>false</UseSpecialTint>
            <Tint>color</Tint>
            <FadeOutOnEdge>false</FadeOutOnEdge>
            <OneSidedEdgeFade>false</OneSidedEdgeFade>
            <EdgeFadeMin>0.2</EdgeFadeMin>
            <EdgeFadeMax>1</EdgeFadeMax>
            <MaxContrailDistance>0</MaxContrailDistance>
            <LensFlare>true</LensFlare>
            <LensFlareDistance>2</LensFlareDistance>
            <LensFlareFadeInFrames>5</LensFlareFadeInFrames>
            <LensFlareFadeOutFrames>10</LensFlareFadeOutFrames>
            <DecalFullBrightness>false</DecalFullBrightness>
            <MaxDecals>100</MaxDecals>
            <DecalFadeFrames>60</DecalFadeFrames>
            <DecalWrapAngle>60</DecalWrapAngle>
        </Appearance>
        <Attractor>
            <Target>None</Target>
            <Selector>Distance</Selector>
            <Class />
            <MaxDistance>150</MaxDistance>
            <MaxAngle>30</MaxAngle>
            <AngleSelectMin>3</AngleSelectMin>
            <AngleSelectMax>20</AngleSelectMax>
            <AngleSelectWeight>3</AngleSelectWeight>
        </Attractor>
        <Variables>
            <Color Name="color">0 0 0</Color>
            <Float Name="blend">0</Float>
        </Variables>
        <Emitters>
            <Emitter>
                <Class>h2h_ninflash_e01</Class>
                <Flags>IncreaseParticleCount TurnOffAtTreshold</Flags>
                <TurnOffTreshold>1</TurnOffTreshold>
                <Probability>1</Probability>
                <Copies>1</Copies>
                <LinkTo />
                <Rate>
                    <Instant />
                </Rate>
                <Position>
                    <Point />
                </Position>
                <Direction>
                    <Straight />
                </Direction>
                <Speed>
                    <Uniform>
                        <Speed>0</Speed>
                    </Uniform>
                </Speed>
                <Orientation>LocalPosY</Orientation>
                <OrientationUp>LocalPosZ</OrientationUp>
            </Emitter>
        </Emitters>
        <Events>
            <Update>
                <ColorInterpolate>
                    <Target>color</Target>
                    <Color0>255 0 0</Color0>
                    <Color1>0 255 0</Color1>
                    <Amount>blend</Amount>
                </ColorInterpolate>
            </Update>
            <Start>
                <SetVariable>
                    <Target>blend</Target>
                    <Value>1</Value>
                </SetVariable>
            </Start>
            <Stop>
                <SetVariable>
                    <Target>blend</Target>
                    <Value>0</Value>
                </SetVariable>
            </Stop>
            <HitCharacter>
                <EmitActivate>
                    <Emitter>0</Emitter>
                </EmitActivate>
            </HitCharacter>
        </Events>
    </Particle>
  </Oni>
&nbsp; <!-- from one bug to another, great... -->
}}
|}
|}


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