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==My notes== | ==My notes== | ||
BINACJBOCharacter.xml | ==BINACJBOCharacter.xml Flags== | ||
None = No effect? | |||
'''IsPlayer''' = What the name says | |||
''' | '''RandomCostume''' = What the name says | ||
''' | '''NotInitiallyPresent''' = Only spawned by scripting (not by engine) | ||
''' | '''NonCombatant''' = AI can't attack (not sure about weapons) | ||
''' | '''CanSpawnMultiple''' = Not necessary ''ai2_spawn'' force to spawn the character again | ||
''' | '''Unkillable''' = What the name says | ||
'''InfiniteAmmo''' | '''InfiniteAmmo''' = What the name says | ||
''' | '''Omniscient''' = ??? (or can it see every character?) | ||
''' | '''HasLSI''' = ??? | ||
''' | '''Boss''' = It seems that makes other characters try to ignore the Boss flagged character and make the Boss flagged character focus on the player rather the other characters. Needs ''ai2_boss_battle=1'' to have effect. | ||
UpgradeDifficulty = Allows upgrade a character if the difficulty level is higher than the normal. For example blue striker at normal level to red striker at hard level. | |||
'''NoAutoDrop''' = no auto-drop (doesn't drop "used" shield, "used" invisibility and LSI when killed) | |||
==BINACJBOTriggerVolume.xml Flags== | |||
'''None''' = No effect? | |||
'''OneTimeEnter''' = Only works one time (Enter) | |||
'''OneTimeInside''' = Only works one time (Inside) | |||
'''OneTimeExit''' = Only works one time (Exit) | |||
'''EnterDisabled''' = ??? | |||
'''InsideDisabled''' = ??? | |||
'''ExitDisabled''' = ??? | |||
'''Disabled''' = Only activated via scripting (can be useful to be active only for specific savepoints for example) | |||
'''PlayerOnly''' = What the name says | |||
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