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=[[OBD:BINA/ONIE|BINA/ONIE]]: impact effects=
=[[OBD:BINA/ONIE|BINA/ONIE]]: impact effects=
File location: [[OBD:BINA#Global_BINA|[Link]]]
{{Template:XMLModdingHints}}
{{Template:XMLModdingHints}}
{| border=0 cellspacing=20 cellpadding=0 align=center
| The xml code on this page is compatible with onisplit '''v0.9.61.0'''
|}
==XML area==
'''general information'''
* BINAEINOimpact_effects.oni is stored ''globally'' (in edition/GameDataFolder/level0_Final)
===file structure===
<?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)
===list of tags, types, and flags===
{| class="wikitable" width=100%
|width=180px| '''tag'''
|width=60px| '''type'''
| '''description'''
|-
| <Impact Name="<font color="#777777">Impt</font>''name''">
| char[128]
| Closes with "</Impact>". Holds material tags (with different names).
|-
| <Material Name="<font color="#777777">Mtrl</font>''name''">
| char[128]
| Closes with "</Material>". Can hold multiple <ImpactEffect> if the component and/or the modifier is different.
|-
| <ImpactEffect>
| -
| Closes with "</ImpactEffect>".
|-
| <Component>
| flag
|
: 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>
| flag
|
: Any
: Heavy
: Medium
: Light
|-
| <Sound>
| -
| If no data is present only "<Sound />" is used. Otherwise "<Sound>" gets closed with "</Sound>"
|-
| <Name>
| link
| <font color="#777777">OSBD</font>file<font color="#777777">.imp.oni</font> <font color="#777777">(don't use file prefix/suffix)</font>
|-
| <AICanHear>
| flag
|
: true
: false
|-
| <AISoundType>
| flag
|
: Unimportant
: Interesting
: Danger
: Melee
: Gunfire
|-
| <AISoundRadius>
| float
| sound radius
|-
| <Particles>
| -
| If no data is present only "<Particles />" is used. Otherwise "<Particles>" gets closed with "</Particles>". It can hold <Particle>
|-
| <Particle>
| -
| Closes with "</Particle>". There can be multiple particle tags. Watch out for the different values at <Location>.
|-
| <Name>
| link
| <font color="#777777">BINA3RAP</font>file<font color="#777777">.oni</font> <font color="#777777">(don't use file prefix/suffix)</font>
|-
| <Orientation>
| flag
|
: 0 - impact projectile orientation?
: 1 - impact projectile reversed orientation?
: 2 - impact direction perpendicular?
: 3 - impact projectile velocity orientation?
|-
| <Location>
| flag
|
: 0 - impact location
: 1 - impact location + impact direction * offset ?
: 4 - impact location; used for decals
: 5 - impact location and attach to character?
:: 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">)
|-
| <Offset>
| float
| ?
|-
| <Decal1>
| float
| ?
|-
| <Decal2>
| float
| ?
|}
'''particle 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>




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|}
|}


<!-- alternative "mod-o-grams"
          _SNDD                      _SNDD                      _SNDD
        /                          /                          /
ONCC - TRAM - TRIA - CBPI - Impt - ONCC - TRIA - CBPM - Mtrl - ONIE - PART
          _SNDD                                            _SNDD  _SNDD
        /                                                /      /
ONCC - TRAM - TRIA - CBPI - Impt - Mtrl - CBPM - TRIA - ONCC - ONIE - PART
-->


{|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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* 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">)




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