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XML:BINA/ONIE: Difference between revisions

1,828 bytes added ,  9 September 2011
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{{Template:XMLModdingHints}}
{{Template:XMLModdingHints}}
==XML notes==
*More than one particle possible in particle part.
*Location #5: particle is fixed to character if origin is particle-character collision, not fixed if origin is character-character collision*. (* example: look up plasma shot "w3_phr_x02" and add it in particle section of <Impact Name="Kick_Hit">)
{{divhide|Orientation and Location often used in this combination.}}
<Orientation>0</Orientation>
<Location>0</Location>
<Orientation>0</Orientation>
<Location>4</Location>
<Decal1>false</Decal1>
<Decal2>true</Decal2>
<Orientation>3</Orientation>
<Location>1</Location>
<Offset>0.2</Offset>
<Orientation>0</Orientation>
<Location>1</Location>
<Offset>-1</Offset>
&nbsp;
{{divhide|end}}




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* Footstep_RunSprint
* Footstep_RunSprint
|}
|}
==XML flags==
XML code in this section is based on onisplit 0.9.61.0
<?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)
<ImpactEffect>
:<Component>
::Impact
::Damage - in original ONIE file: modifier "Any" always follows and sound has either no link "<Name />" or has no data at all "<Sound />"
::Projectile
:<Modifier>
::Any
::Heavy
::Medium
::Light
:<Sound>
::<Name> - contains sound file name (without OSBD and .oni)
::<AICanHear>
:::true
:::false
::<AISoundType>
:::Unimportant
:::Interesting
:::Danger
:::Melee
:::Gunfire
::<AISoundRadius>
particle '''[[OBD:BINA/ONIE#Particle_table|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>
'''Notes:'''
* location 5: particle is fixed to character if origin is particle-character collision, not fixed if origin is character-character collision*. (* example: look up plasma shot "w3_phr_x02" and add it in particle section of <Impact Name="Kick_Hit">)


==examples==
==examples==
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