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edits
Paradox-01 (talk | contribs) mNo edit summary  | 
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{  | {| class="wikitable" width="100%"  | ||
!XML tag  | !width=200px| XML tag  | ||
!  | !width=200px| content type  | ||
!  | ! 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>  | ||
|  | |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.   | |valign=top| link  | ||
| ONCC name without file pre- and suffix. Character can change appearance with "chr_set_class".  | |||
|-  | |-  | ||
|<Name>  | |valign=top| <Name>  | ||
|used by   | |valign=top| string  | ||
| used by BSL commands  | |||
|-  | |-  | ||
|valign=top|<Weapon>  | |valign=top| <Weapon>  | ||
|  | |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|  | |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> (  | : <Drop> (AI drop these items when defeated.)  | ||
:<Drop> (AI   | |||
|-  | |-  | ||
|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| -  | ||
| [[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| -  | |||
|  | |  | ||
: 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  | ||
| usually ''ReturnToJob''  | |||
: ReturnToJob  | : ReturnToJob  | ||
: KeepLooking  | : KeepLooking  | ||
: FindAlarm  | : FindAlarm  | ||
|}  | |}  | ||
edits