Jump to content

XML:BINA/OBJC/PART: Difference between revisions

+ temp + cat
m (Iritscen moved page OBD talk:BINA/OBJC/PART to XML:BINA/OBJC/PART without leaving a redirect)
(+ temp + cat)
Line 1: Line 1:
{{Template:XMLModdingHints}}
{{XML_OBJC_Header | type=PART | prev=NEUT | next=PATR | name=Particle spawn collection}}
{| border=0 cellspacing=20 cellpadding=0 align=center
 
| The xml code on this page is based on onisplit '''v0.9.61.0'''
|}


'''general information'''
===general information===
* The xml code on this page is based on onisplit '''v0.9.61.0'''
* '''BINACJBOParticle.oni''' is level specific. (It can be found in edition/GameDataFolder/level''XX''_... )
* '''BINACJBOParticle.oni''' is level specific. (It can be found in edition/GameDataFolder/level''XX''_... )




'''BSL support'''
===BSL support===
* http://ssg.oni2.net/commands.htm#dev-p3
* http://ssg.oni2.net/commands.htm#dev-p3


Line 15: Line 14:
following command reset particle
following command reset particle
* particle ''BSL_name'' reset
* particle ''BSL_name'' reset
following commands depend on [[OBD_talk:BINA/PAR3#event_types|particle events]]
following commands depend on [[XML:BINA/PAR3#event_types|particle events]]


{|
{|class="wikitable" width="100%"
{{table}}
|width=50%|
|width=50%|
: <font color="#777777">BSL_name = <Tag> in BINACJBOParticle.xml / <Name> in [[OBD:ENVP|ENVP]]</font>
: <font color="#777777">BSL_name = <Tag> in BINACJBOParticle.xml / <Name> in [[XML:ENVP|ENVP]]</font>
|
|
: <font color="#777777">file_name = <Class> in BINACJBOParticle.xml / <ParticleClass> in [[OBD:ENVP|ENVP]]</font>
: <font color="#777777">file_name = <Class> in BINACJBOParticle.xml / <ParticleClass> in [[XML:ENVP|ENVP]]</font>
|-
|-
| particle ''BSL_name'' update
| particle ''BSL_name'' update
Line 74: Line 72:




'''note about ''wannabe-damaging'' particle'''
===note about ''wannabe-damaging'' particle===
 
Damaging particles would make characters "flinch" no matter how little the damage. So, particle are responsible for visualizing the danger and a trigger volume for dealing the damage.
Damaging particles would make characters "flinch" no matter how little the damage. So, particle are responsible for visualizing the danger and a trigger volume for dealing the damage.


Line 90: Line 87:




'''XML structure'''
===file structure===
 
  <?xml version="1.0" encoding="utf-8"?>
  <?xml version="1.0" encoding="utf-8"?>
  <Oni>
  <Oni>
Line 102: Line 98:


'''example'''
'''example'''
{| border=0 cellspacing=20 cellpadding=0 align=right
{| border=0 cellspacing=20 cellpadding=0 style="float:right"
|
|
[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/fire.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/fire_preview.png]
[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/fire.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/fire_preview.png]
Line 120: Line 116:
         '''<font color="#0A0"></PART></font>'''
         '''<font color="#0A0"></PART></font>'''


'''tags'''
===tags===
* <Flags> : (unknown, usually empty)
* <Flags> : (unknown, usually empty)
* <Position> : (particle is created at this xyz-position)
* <Position> : (particle is created at this xyz-position)
Line 129: Line 125:
: NotInitiallyCreated
: NotInitiallyCreated
* <Decal> : (first comes X (horizontal) scaling (float value), then a space, then Y (vertical) scaling (float value); "1" seems to show image in original size which can be rather small in-game if actual decal file uses also a small scale)
* <Decal> : (first comes X (horizontal) scaling (float value), then a space, then Y (vertical) scaling (float value); "1" seems to show image in original size which can be rather small in-game if actual decal file uses also a small scale)
{{XML}}
8,046

edits