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OBD talk:BINA/OBJC/CHAR: Difference between revisions

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{{Table}}
{| class="wikitable" width="100%"
!XML tag
!width=200px| XML tag
!description
!width=200px| content type
!value type / flags plus description
! description
|-
|-
|<?xml version="1.0" encoding="utf-8"?>
|valign=top| <?xml version="1.0" encoding="utf-8"?>
|
|valign=top| string
|
| There's no reason to change this.
|-
|-
|valign=top|<Oni>
|valign=top| <Oni>
|In old versions <Oni Version="..."><br>(If onisplit.exe was newer than the extracted file then the file couldn't be converted back to *.oni)
|valign=top| -
|
|
|-
|-
|valign=top|<Objects>
|valign=top| <Objects>
|
|valign=top| -
|
|
|-
|-
|valign=top|<CHAR Id="3860">
|valign=top| <CHAR Id="3860">
|Id doesn't matter.
|valign=top| integer
|
| Id doesn't matter.
|-
|-
|<Header>
| <Header>
|
|valign=top| -
|
|
|-
|-
|<Flags>
|valign=top| <Flags>
|unknown; usually empty
|valign=top| -
|
| unknown; usually empty
|-
|-
|<Position>
|valign=top| <Position>
|character is spawned at this xyz-position
|valign=top| float x3
|
| character is spawned at this xyz-position
|-
|-
|<Rotation>
|valign=top| <Rotation>
|character is spawned with this rotation
|valign=top| float x3
|
| character is spawned with this rotation
|-
|-
|<OSD>
|valign=top| <OSD>
|
|valign=top| -
|
|
|-
|-
|valign=top|<Flags>
|valign=top| <Flags>
|valign=top|determines some special properties
|valign=top| flag
|
| determines some special properties
: IsPlayer (if you have two of them then delete one and spawn the other one at same time, if not made simultaneously camera glitch can appear)
: IsPlayer (if you have two of them then delete one and spawn the other one at same time, if not made simultaneously camera glitch can appear)
: RandomCostume (flag belongs to [[OBD_talk:ONCV|ONCV]])
: RandomCostume (flag belongs to [[OBD_talk:ONCV|ONCV]])
Line 246: Line 246:
: NoAutoDrop (doesn't drop "used" shield, "used" invisibility and LSI when killed)
: NoAutoDrop (doesn't drop "used" shield, "used" invisibility and LSI when killed)
|-
|-
|valign=top|<Class>
|valign=top| <Class>
|valign=top|ONCC name without file pre- and suffix. Interesting for BSL command "chr_set_class"
|valign=top| link
|weapon class (without ONWC and oni), original weapon classes:
| ONCC name without file pre- and suffix. Character can change appearance with "chr_set_class".
:w1_tap
:w2_sap
:w3_phr
:w4_psm
:w5_sbg
:w6_vdg
:w7_scc
:w8_mbo
:w9_scr
:w10_sni
:w11_ba1
:w12_ba2
|-
|-
|<Name>
|valign=top| <Name>
|used by various BSL commands
|valign=top| string
|
| used by BSL commands
|-
|-
|valign=top|<Weapon>
|valign=top| <Weapon>
|character is spawned with weapon specified in here; weapon looked up by name (makes also custom weapons available)
|valign=top| link
| Character is spawned with weapon specified in here. The weapon becomes looked up by its file name.
 
Original weapon classes:
: w1_tap (TCTF pistol)
: w2_sap (Syndicate uzi)
: w3_phr (plasma rifle)
: w4_psm (phase stream projector)
: w5_sbg (super ball gun)
: w6_vdg (shocker)
: w7_scc (scram cannon (mini-rockets))
: w8_mbo (mercury bow)
: w9_scr (mini-rockets)
: w10_sni (Mukade's firework)
: w11_ba1 (Barabas' gun)
: w12_ba2 (-)
|
|
|-
|-
|valign=top|<Scripts>
|valign=top| <Scripts>
|valign=top|independent from BSL main function
|valign=top| string
|
| BSL function
: <Spawn> (called when character is spawned)
: <Spawn> (called when character is spawned)
: <Die> (called when character dies (health reaches 0); can work multiple times)
: <Die> (called when character dies (health reaches 0); can work multiple times)
Line 282: Line 285:
: <font style="color:#777"><NoPath> (should be called when a character has trouble pathfinding, but isn't</font>)
: <font style="color:#777"><NoPath> (should be called when a character has trouble pathfinding, but isn't</font>)
|-
|-
|valign=top|<AdditionalHealth>
|valign=top| <AdditionalHealth>
|''main'' health is stored in ONCC, "additional health" will be added to that ''main'' health; also negative value possible here (which would then reduce main health)
|valign=top| integer
|
| ''main'' health is stored in ONCC, "additional health" will be added to that ''main'' health; also negative value possible here (which would then reduce main health)
|-
|-
|<Job>
|valign=top| <Job>
|
|valign=top| -
|
|
|-
|-
|valign=top|<Type>
|valign=top| <Type>
|
|valign=top| flag
|
|
: None
: None
Line 304: Line 307:
: Panic (not tested)
: Panic (not tested)
|-
|-
|valign=top|[[OBD_talk:BINA/OBJC/PATR|<PatrolPathId>]]
|valign=top| [[OBD_talk:BINA/OBJC/PATR|<PatrolPathId>]]
|
|valign=top| integer
|
|
|-
|-
|valign=top|<Behaviors>
|valign=top| <Behaviors>
|specified by IDs linking to melee, combat and neutral profile collection file
|valign=top| -
|
| specified by IDs linking to melee, combat and neutral profile collection file
|-
|-
|valign=top|[[OBD_talk:BINA/OBJC/CMBT|<CombatId>]]
|valign=top| [[OBD_talk:BINA/OBJC/CMBT|<CombatId>]]
|
|valign=top| flag
|
|
: 0 (Stand_and_Fire)
: 0 (Stand_and_Fire)
Line 336: Line 339:
: 17 (Average_striker; new profile for AE)
: 17 (Average_striker; new profile for AE)
|-
|-
|<MeleeId>
|valign=top| <MeleeId>
|[[OBD:BINA/OBJC/MELE#All_profiles_sorted_by_ID|here are all melee IDs sorted by ID]]
|valign=top| flag
|
| [[OBD:BINA/OBJC/MELE#All_profiles_sorted_by_ID|here are all melee IDs sorted by ID]]
|-
|-
|<NeutralId>
|valign=top| <NeutralId>
|valign=top| flag
|[[OBD:BINA/OBJC/NEUT|...]] (no overview so far)
|[[OBD:BINA/OBJC/NEUT|...]] (no overview so far)
|
|-
|-
|<Inventory>
|valign=top| <Inventory>
|
|valign=top| -
|
|
|-
|-
|valign=top|<Ammo>
|valign=top| <Ammo>
|valign=top| integer
|
|
|
: <Use> (Player becomes spawned with ammo clips, here you set the amount.)
:<Use> (characters can uses such items by given amount; AI cannot use hypos)
: <Drop> (AI drop these items when defeated.)
:<Drop> (AI characters drops such items when defeated)
|-
|-
|valign=top|<EnergyCell>
|valign=top| <EnergyCell>
|valign=top| integer
|
|
|
: <Use>
:<Use>
: <Drop>
:<Drop>
|-
|-
|valign=top|<Hypo>
|valign=top| <Hypo>
|
|valign=top| integer
|
|  
:<Use>
: <Use>
:<Drop>
: <Drop> (AI cannot use hypos.)
|-
|-
|valign=top|<Shield>
|valign=top| <Shield>
|valign=top| integer
|
|
|
: <Use>
:<Use>
: <Drop>
:<Drop>
|-
|-
|valign=top|<Invisibility>
|valign=top| <Invisibility>
|valign=top| integer
|
|
|
: <Use>
:<Use>
: <Drop>
:<Drop>
|-
|-
|valign=top|<Team>
|valign=top| <Team>
|
|valign=top| flag
|
|
: Konoko
: Konoko
Line 390: Line 393:
: SyndicateAccessory
: SyndicateAccessory
|-
|-
|valign=top|<AmmoPercentage>
|valign=top| <AmmoPercentage>
|ammo in weapon, percent value: 0 - 100, ''overload'' not tested
|valign=top| integer
|
| ammo in weapon, percent value: 0 - 100, ''overload'' not tested
|-
|-
|valign=top|<Alert>
|valign=top| <Alert>
|[[CHAR#Less_basic_setup_-_Inventory.2C_team.2C_jobs.2C_alert.2Fpursuit|HERE]] are information about "Alert" and "Pursuit".
|valign=top| -
|flags:
| [[CHAR#Less_basic_setup_-_Inventory.2C_team.2C_jobs.2C_alert.2Fpursuit|HERE]] are information about "Alert" and "Pursuit".
:Lull
: Lull
:Low
: Low
:Medium
: Medium
:High
: High
:Combat
: Combat
|-
|-
|valign=top|<Initial>
|valign=top| <Initial>
|valign=top|initial alert level
|valign=top| flag
|
| initial alert level, see <Alert> for all flags
|-
|-
|valign=top|<Minimal>
|valign=top| <Minimal>
|valign=top|minimal alert level
|valign=top| flag
|
| minimal alert level, see <Alert> for all flags
|-
|-
|valign=top|<JobStarting>
|valign=top| <JobStarting>
|valign=top|alert level when starting a job
|valign=top| flag
|
| alert level when starting a job, see <Alert> for all flags
|-
|-
|valign=top|<Investigating>
|valign=top| <Investigating>
|valign=top|alert level when investigating
|valign=top| flag
|
| alert level when investigating, see <Alert> for all flags
|-
|-
|valign=top|<AlarmGroups>
|valign=top| <AlarmGroups>
|valign=top| integer
|It's a bitset32 converted to int32. If Ns bit = TRUE then a bot gets highest alert level by a console command ai2_tripalarm(N)
|It's a bitset32 converted to int32. If Ns bit = TRUE then a bot gets highest alert level by a console command ai2_tripalarm(N)
|
: <AlarmGroups>VAR</AlarmGroups>
: <AlarmGroups>VAR</AlarmGroups>
: VAR = 2^N1 + 2^N2 + 2^N3 etc.
:: VAR = 2^N1 + 2^N2 + 2^N3 etc.
|-
|-
|valign=top|<Pursuit>
|valign=top| <Pursuit>
|valign=top| -
|
|
|flags:
: None
: None
: Forget
: Forget
Line 437: Line 440:
: Glanc
: Glanc
|-
|-
|valign=top|<nowiki><StrongUnseen></nowiki>
|valign=top| <nowiki><StrongUnseen></nowiki>
|usually ''Look''
|valign=top| flag
|
| usually ''Look'', see <Pursuit> for all flags
|-
|-
|valign=top|<WeakUnseen>
|valign=top| <WeakUnseen>
|usually ''Forget''
|valign=top| flag
|
| usually ''Forget'', see <Pursuit> for all flags
|-
|-
|valign=top|<StrongSeen>
|valign=top| <StrongSeen>
|usually ''Look''
|valign=top| flag
|
| usually ''Look'', see <Pursuit> for all flags
|-
|-
|valign=top|<WeakSeen>
|valign=top| <WeakSeen>
|usually ''Look''
|valign=top| flag
|
| usually ''Look'', see <Pursuit> for all flags
|-
|-
|valign=top|<Lost>
|valign=top| <Lost>
|valign=top|usually ''ReturnToJob''
|valign=top| flag
|flags:
| usually ''ReturnToJob''
: ReturnToJob
: ReturnToJob
: KeepLooking
: KeepLooking
: FindAlarm
: FindAlarm
|}
|}
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