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copy edit; I have reversed the descriptions of 0/1 for CanHitMultiple, please revert that change if I am incorrect
m (<Chop /> doesn't cause Die event)
(copy edit; I have reversed the descriptions of 0/1 for CanHitMultiple, please revert that change if I am incorrect)
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{{XML_BINA_Header|prev=ONIE|type=PAR3|next=SABD|name=Particle v3}}
{{XML_BINA_Header|prev=ONIE|type=PAR3|next=SABD|name=Particle v3}}


==file structure==  
===File structure===
  <?xml version="1.0" encoding="utf-8"?>
  <?xml version="1.0" encoding="utf-8"?>
  <Oni>
  <Oni>
Line 7: Line 7:
         <Options>
         <Options>
             <Lifetime></Lifetime>
             <Lifetime></Lifetime>
             <DisableDetailLevel>[... see '''[[#options|HERE]]''' for a possible flag]</DisableDetailLevel>
             <DisableDetailLevel>[... see '''[[#Options|HERE]]''' for possible flags]</DisableDetailLevel>
             <Decorative></Decorative>
             <Decorative></Decorative>
             [...]
             [...]
Line 15: Line 15:
         </Properties>
         </Properties>
         <Appearance>
         <Appearance>
             <DisplayType>[... see '''[[#appearance|HERE]]''' for a possible flag]</DisplayType>
             <DisplayType>[... see '''[[#Appearance|HERE]]''' for possible flags]</DisplayType>
             [...]
             [...]
         </Appearance>
         </Appearance>
         <Attractor>
         <Attractor>
             <Target>[... see '''[[#attractor|HERE]]''' for a possible flag]</Target>
             <Target>[... see '''[[#Attractor|HERE]]''' for possible flags]</Target>
             <Selector>[... see '''[[#attractor|HERE]]''' for a possible flag]</Selector>
             <Selector>[... see '''[[#Attractor|HERE]]''' for possible flags]</Selector>
             <Class />
             <Class />
             [...]
             [...]
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         <Emitters>
         <Emitters>
             <Emitter>
             <Emitter>
                 [... see '''[[#emitter|HERE]]''' for emitter data]
                 [... see '''[[#Emitter|HERE]]''' for emitter data]
             </Emitter>
             </Emitter>
         </Emitters>
         </Emitters>
         <Events>
         <Events>
             [... see '''[[#event types|HERE]]''' for '''''<event_type_tag>''''']
             [... see '''[[#Event types|HERE]]''' for '''''<event_type_tag>''''']
  [... see '''[[#action types and parameters|HERE]]''' for '''<action_type_tag>''']
  [... see '''[[#Action types and parameters|HERE]]''' for '''<action_type_tag>''']
                     [... see '''[[#action types and parameters|HERE]]''' for '''''<parameter_tag>[[#parameter value types|value]]</parameter_tag>''''']
                     [... see '''[[#Action types and parameters|HERE]]''' for '''''<parameter_tag>[[#Parameter value types|value]]</parameter_tag>''''']
  ''<action_type_tag>''
  ''<action_type_tag>''
             ''</event_type_tag>''
             ''</event_type_tag>''
Line 43: Line 43:




==options==
===Options===
{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
!width=200px| XML tag
!width=200px| XML tag
!width=100px| content type
!width=100px| Content type
! description
! Description
|-
|-
|valign=top| <Lifetime>
|valign=top| <Lifetime>
|valign=top| float
|valign=top| float
| Particle exist for X seconds.
| Particle exists for X seconds.
: X is float value, so you could write 1.5 if 1 second is too less and 2 too many.
: X is a float value, so you could write 1.5 if 1 second is too low and 2 is too high.
: 0 means an infinite lifetime.
: 0 means an infinite lifetime.
|-
|-
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|valign=top| <Decorative>
|valign=top| <Decorative>
|valign=top| flag
|valign=top| flag
| Might not always be updated by the engine.
| Lower priority for engine; a decorative particle might not always be updated.
: true
: true
: false
: false
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|valign=top| <InitiallyHidden>
|valign=top| <InitiallyHidden>
|valign=top| flag
|valign=top| flag
| Hides the particle on creation.
| Hides the particle upon creation.
: true
: true
: false
: false
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|valign=top| <DontAttractThroughWalls>
|valign=top| <DontAttractThroughWalls>
|valign=top| flag
|valign=top| flag
| Particle will not detect attractors if there is a wall between it and the potential attractor.
| Particle will not detect potential attractor if there is a wall between it and the particle.
: true
: true
: false
: false
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|valign=top| <FlyBySoundName />  
|valign=top| <FlyBySoundName />  
|valign=top| link
|valign=top| link
| Sound used when the particle passes by you. Check: does the engine apply the Doppler effect or is it in the sound file itself?
| Sound used when the particle passes by you. To check: does the engine apply the Doppler effect or is it in the sound file itself?
: <font color="#777777">OSBD</font>file<font color="#777777">.imp.oni</font>
: <font color="#777777">OSBD</font>file<font color="#777777">.imp.oni</font>
|}
|}




==properties==
===Properties===
{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
!width=200px| XML tag
!width=200px| XML tag
!width=100px| content type
!width=100px| Content type
! description
! Description
|-
|-
|valign=top| <HasVelocity>
|valign=top| <HasVelocity>
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|valign=top| <HasOrientation>
|valign=top| <HasOrientation>
|valign=top| flag
|valign=top| flag
| Needed if the particle is to be able to turn around?
| Needed if the particle is to be able to turn?
: true
: true
: false
: false
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|valign=top| <HasTextureStartTick>
|valign=top| <HasTextureStartTick>
|valign=top| flag
|valign=top| flag
| Used with animated particles. (Documentation Needed).
| Used with animated particles. (Documentation Needed)
: true
: true
: false
: false
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|valign=top| <HasTextureTick>
|valign=top| <HasTextureTick>
|valign=top| flag
|valign=top| flag
| Used with animated particles. (Documentation Needed).
| Used with animated particles. (Documentation Needed)
: true
: true
: false
: false
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|Used for particles to either:
|Used for particles to either:
: A. Not damage a character
: A. Not damage a character
: B. Credit a character with damage\kills
: B. Credit a character with damage/kills
For this to work properly, the parent of the character must have this set, and the parent of said parent, etc, up to the original particle.
For this to work properly, the parent of the character must have this set, and the parent of said parent, etc., up to the original particle.
: true
: true
: false
: false
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==appearance==
===Appearance===
{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
!width=200px| XML tag
!width=200px| XML tag
!width=100px| content type
!width=100px| Content type
! description
! Description
|-
|-
|valign=top| <DisplayType>
|valign=top| <DisplayType>
|valign=top| flag
|valign=top| flag
| How the particle is displayed. (Please Document)
| How the particle is displayed. (Documentation Needed)
: Sprite
: Sprite
: RotatedSprite
: RotatedSprite
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|valign=top| <DecalWrapAngle>
|valign=top| <DecalWrapAngle>
|valign=top| float
|valign=top| float
| Degrees. Decal isn't cut off when the next plane piece has an angle difference equal or less to this value.
| Degrees. Decal isn't cut off for any connecting planes which meet at an angle equal to or less than this value.
|}
|}




==attractor==
===Attractor===
{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
!width=200px| XML tag
!width=200px| XML tag
!width=100px| content type
!width=100px| Content type
! description
! Description
|-
|-
|valign=top| <Target>
|valign=top| <Target>
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|valign=top| <Class />
|valign=top| <Class />
|valign=top| float
|valign=top| float
| Name of a paritcle that this particle is attracted to.
| Name of a particle that this particle is attracted to.
|-
|-
|valign=top|<MaxDistance>
|valign=top|<MaxDistance>
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==variable storage types==
===Variable storage types===
{|class="wikitable" width="100%"
{|class="wikitable" width="100%"
!XML tag
!XML tag
!description
!Description
|-
|-
|<Float Name="''variable''">''float_value''</Float>
|<Float Name="''variable''">''float_value''</Float>
|A Float.
|A float.
|-
|-
|<Color Name="''variable''">''R G B [A]''</Color>
|<Color Name="''variable''">''R G B [A]''</Color>
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|-
|-
|<PingPongState Name="''variable''">''?''</PingPongState>
|<PingPongState Name="''variable''">''?''</PingPongState>
|A float from 0.0-1.0, describes where in the ping pong state the event is. (If my memory is correct)
|A float from 0.0-1.0, describes where in the ping-pong state the event is (if my memory is correct).
|}
|}




==parameter value types==
===Parameter value types===
Grey is additional for variable section.
Grey is additional for variable section.
{|class="wikitable" width="100%"
{|class="wikitable" width="100%"
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7 - color; constant; 1 color follows
7 - color; constant; 1 color follows


8 - color; random; 2 color follow (min, max)
8 - color; random; 2 colors follow (min, max)


9 - color; bell curve; 2 color follow (mean, stddev)
9 - color; bell curve; 2 colors follow (mean, stddev)
|
|
<font color="#777777"><Color Name="''variable''"></font>''R G B''<font color="#777777"></Color></font>
<font color="#777777"><Color Name="''variable''"></font>''R G B''<font color="#777777"></Color></font>
Line 471: Line 471:




==emitter==
===Emitter===
{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
!width=200px| XML tag
!width=200px| XML tag
!width=100px| content type
!width=100px| Content type
! description
! Description
|-
|-
|valign=top| <Class>
|valign=top| <Class>
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: CycleAttractors
: CycleAttractors


recherche notes - files with Unknown0020 flag:
Research notes - files with Unknown0020 flag:


BINA3RAPw8_mbo_p07, BINA3RAPw8_mbo_e03, BINA3RAPw12_ba2_e03, BINA3RAPw10_sni_p01, BINA3RAPpstream_flicker, BINA3RAPheadlight02, BINA3RAPheadlightStart, BINA3RAPheadlight01
BINA3RAPw8_mbo_p07, BINA3RAPw8_mbo_e03, BINA3RAPw12_ba2_e03, BINA3RAPw10_sni_p01, BINA3RAPpstream_flicker, BINA3RAPheadlight02, BINA3RAPheadlightStart, BINA3RAPheadlight01
Line 501: Line 501:
|valign=top| <TurnOffTreshold>
|valign=top| <TurnOffTreshold>
|valign=top| integer
|valign=top| integer
| Tag contains the number (threshold) of particle which must be reached before emitter becomes turned off. Threshold needs two flags to be set: IncreaseParticleCount and TurnOffAtTreshold.
| Tag contains the number (threshold) of particle which must be reached before emitter gets turned off. Threshold needs two flags to be set: IncreaseParticleCount and TurnOffAtTreshold.
|-
|-
|valign=top| <Probability>
|valign=top| <Probability>
|valign=top| float
|valign=top| float
|
|
Let's say threshold was set to 10 and probability to 0.5 then you might get 5 particle emitted, sometimes less, sometime more, it's an average. (threshold * probability = emitted particle)  
Let's say threshold was set to 10 and probability to 0.5: then you might get 5 particles emitted, sometimes less, sometimes more; it's an average. (threshold * probability = emitted particle)  
|-
|-
|valign=top| <Copies>
|valign=top| <Copies>
|valign=top| integer
|valign=top| integer
| It's actually a multiplier, set it to 0 and no particle will be emitted. Copies doesn't effects the treshold counting. The copies become emitted at the same place as the original particle so you might not see any difference (because they overlay each other) until they have a random movement.
| It's actually a multiplier; set it to 0 and no particle will be emitted. Copies doesn't affect the threshold counting. The copies are emitted at the same place as the original particle so you might not see any difference (because they overlap each other) until they have a random movement.
|-
|-
|valign=top| <LinkTo>
|valign=top| <LinkTo>
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==event types==
===Event types===
: Update
: Update
: Pulse
: Pulse
Line 824: Line 824:




==action types and parameters==
===Action types and parameters===
{| class="wikitable"
{| class="wikitable"
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
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{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
!width=160px| XML tag
!width=160px| XML tag
!width=120px| content type
!width=120px| Content type
! description
! Description
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| <AnimateLinear>
| <AnimateLinear>
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| <TimeToDie>
| <TimeToDie>
| float
| float
| particle becomes killed after X seconds, it fades out during that time
| Particle gets killed after X seconds; it fades out during that time.
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| <EnableAtTime>
| <EnableAtTime>
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| <Action>
| <Action>
| integer
| integer
| has action X as target in Update event section
| Has action X as target in Update event section.
|-
|-
| <Lifetime>
| <Lifetime>
| float
| float
| Lifetime of the particle MINUS the value stored in this field yields the moment from particle's spawn when the targeted action (action from the "Action" tag) starts operating. Till that moment, the targeted action is held inactive.<BR><font size=1>Example:<BR>Particle's lifetime ticks in a decreasing manner. If the lifetime of the particle is set to be 3.0, then it ticks from 3.0 down to 0.0 (at 0.0, Lifetime event is called).<BR>Now, if lifetime of the particle is set to be 3.0 and value here in this tag is 1.0, then from the moment the particle is spawned, this EnableAtTime's targeted action (the action inside "Action" tag) will be disabled and will activate only after the particle' lifetime crosses value (3.0-1.0) = 2.0 seconds. That means the targeted action will activate 2 seconds after the particle was spawned.<BR>This mechanism is quite counter-intuitive, hence the detailed description.</font>
| Lifetime of the particle MINUS the value stored in this field yields the delay from the particle's spawn until the targeted action (action from the "Action" tag) starts operating. Till that moment, the targeted action is held inactive.<BR><font size=1>Example:<BR>If the lifetime of the particle is set to be 3.0, then it counts down from 3.0 to 0.0 (at 0.0, Lifetime event is called).<BR>Now, if the lifetime of the particle is set to be 3.0 and the value here in this tag is 1.0, then from the moment the particle is spawned, this EnableAtTime's targeted action (the action inside the "Action" tag) will be disabled and will activate only after the particle's lifetime goes from 3.0 to 1.0, that is, in 2.0 seconds. That means the targeted action will activate 2 seconds after the particle was spawned.<BR>This mechanism is quite counter-intuitive, hence the detailed description.</font>
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| <DisableAtTime>
| <DisableAtTime>
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| <Action>
| <Action>
| integer
| integer
| has action X as target in Update event section
| Has action X as target in Update event section.
|-
|-
| <Lifetime>
| <Lifetime>
| float
| float
| Lifetime of the particle MINUS the value stored in this field yields the moment from particle's spawn when the targeted action (action from the "Action" tag) stops operating. Till that moment, the targeted action is kept active.<BR><font size=1>Example:<BR>Particle's lifetime ticks in a decreasing manner. If the lifetime of the particle is set to be 3.0, then it ticks from 3.0 down to 0.0 (at 0.0, Lifetime event is called).<BR>Now, if lifetime of the particle is set to be 3.0 and value here in this tag is 1.0, then from the moment the particle is spawned, this EnableAtTime's targeted action (the action inside "Action" tag) will be working and will deactivate only after the particle' lifetime crosses value (3.0-1.0) = 2.0 seconds. That means the targeted action will deactivate 2 seconds after the particle was spawned.<BR>This mechanism is quite counter-intuitive, hence the detailed description.</font>
| Lifetime of the particle MINUS the value stored in this field yields the delay from the particle's spawn until the targeted action (action from the "Action" tag) stops operating. Till that moment, the targeted action is kept active.<BR><font size=1>Example:<BR>If the lifetime of the particle is set to be 3.0, then it counts down from 3.0 to 0.0 (at 0.0, Lifetime event is called).<BR>Now, if lifetime of the particle is set to be 3.0 and value here in this tag is 1.0, then from the moment the particle is spawned, this EnableAtTime's targeted action (the action inside "Action" tag) will be operating and will deactivate only after the particle's lifetime goes from 3.0 to 1.0, that is, in 2.0 seconds. That means the targeted action will deactivate 2 seconds after the particle was spawned.<BR>This mechanism is quite counter-intuitive, hence the detailed description.</font>
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| <Die />
| <Die />
| -
| -
this action triggers Die event
This action triggers the Die event.
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| <SetLifetime>
| <SetLifetime>
Line 1,008: Line 1,008:
| <Time>
| <Time>
| float
| float
| particle becomes killed after X seconds
| Particle gets killed after X seconds.
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| <EmitActivate>
| <EmitActivate>
Line 1,068: Line 1,068:
| <Sound>
| <Sound>
| link
| link
| <font color="#AAAAAA">OSBD</font>''file_name''<font color="#AAAAAA">.amb.oni</font> (file prefix OSBD and suffix .amb.oni not used)
| <font color="#AAAAAA">OSBD</font>''file_name''<font color="#AAAAAA">.amb.oni</font> (file prefix "OSBD" and suffix ".amb.oni" are not included)
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| <EndAmbientSound />
| <EndAmbientSound />
Line 1,080: Line 1,080:
| <Sound>
| <Sound>
| link
| link
| <font color="#AAAAAA">OSBD</font>''file_name''<font color="#AAAAAA">.imp.oni</font> (file prefix OSBD and suffix .imp.oni not used)
| <font color="#AAAAAA">OSBD</font>''file_name''<font color="#AAAAAA">.imp.oni</font> (file prefix "OSBD" and suffix ".imp.oni" are not included)
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| <DamageChar>
| <DamageChar>
Line 1,096: Line 1,096:
| <KnockBack>
| <KnockBack>
| float
| float
| Character gets moved from its current position by "knockback value" game world units with 0.1 precision.<BR><font size=1>(Example: If value here is 100, char gets moved cca 99,9 units)</font>
| Character gets moved from its current position by "knockback value", in game world units with 0.1 precision.<BR><font size=1>(Example: If value here is 100, char gets moved ~99.9 units)</font>
Negative values work as well, they reverse the direction. <font size=1>(Instead of being "knocked back", the character is "drawn in")</font>
Negative values work as well -- instead of being "knocked back", the character is "drawn in".
|-
|-
| <DamageType>
| <DamageType>
Line 1,118: Line 1,118:
| <CanHitMultiple>
| <CanHitMultiple>
| flag
| flag
| tag is missing if value is 0
| Tag is missing if value is 0.
: 0 - can be applied multiple times on the target character
: 0 - can be applied only once on the character, then is ignored
: 1 - can be applied only once on the character, then is ignored (hurts the target character strictly only once)
: 1 - can be applied multiple times on the target character
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| <DamageBlast>
| <DamageBlast>
Line 1,132: Line 1,132:
| <StunDamage>
| <StunDamage>
| float
| float
| Same as the DamageChar's StunDamage
| Same as the DamageChar's StunDamage.
|
|
|-
|-
| <KnockBack>
| <KnockBack>
| float
| float
| Same as the DamageChar's Knockback
| Same as the DamageChar's Knockback.
|
|
|-
|-
| <Radius>
| <Radius>
| float
| float
| Radius of the damaging sphere.<BR><font size=1>(Example: If value here is 100, character gets damaged if its distance from the position of the damaging particle is less then or equal to 100 game world units.</font>
| Radius of the damaging sphere.<BR><font size=1>(Example: If value here is 100, character gets damaged if its distance from the position of the damaging particle is less than or equal to 100 game world units.</font>
|
|
|-
|-
Line 1,175: Line 1,175:
| <DamageEnvironment>
| <DamageEnvironment>
| flag
| flag
| <font color="#777777">This tag is not exported if the data field in the oni file is "00". It is exported when "0A" was set.</font>
| <font color="#777777">This tag is not exported if the data field in the .oni file is "00". It is exported when "0A" was set.</font>
: 0
: 0
: 1
: 1
Line 1,181: Line 1,181:
| <Explode />
| <Explode />
| -
| -
| this action triggers Explode event
| This action triggers the Explode event.
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| <DamageEnvironment>
| <DamageEnvironment>
Line 1,205: Line 1,205:
| <Stop />
| <Stop />
| -
| -
| this action triggers Stop event
| This action triggers the Stop event.
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| <RotateX>
| <RotateX>
Line 1,481: Line 1,481:
| <Chop />
| <Chop />
| -
| -
| this action kills the particle without triggering the Die event
| This action kills the particle without triggering the Die event.
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| [[XML:Impt|<ImpactEffect>]]
| [[XML:Impt|<ImpactEffect>]]
Line 1,489: Line 1,489:
| <ImpactType>
| <ImpactType>
|
|
| Name of impact, registered in ONIE. The looked up material is known from collided particle. Impt and Mtrl file must exist
| Name of impact, registered in ONIE. The looked-up material is known from the colliding particle. Impt and Mtrl files must exist.
|-
|-
| <ImpactModifier>
| <ImpactModifier>
Line 1,497: Line 1,497:
| <Show />
| <Show />
| -
| -
| unhide particle
| Unhide particle.
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| <Hide />
| <Hide />
| -
| -
| hide particle, cannot collide with characters anymore, emitters stay active
| Hide particle; cannot collide with characters anymore, emitters stay active.
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| <SetTextureTick>
| <SetTextureTick>
Line 1,569: Line 1,569:
| <Action>
| <Action>
| integer
| integer
| enables action X in Update event section
| Enables action X in Update event section.
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| <DisableNow>
| <DisableNow>
Line 1,577: Line 1,577:
| <Action>
| <Action>
| integer
| integer
| disables action X in Update event section
| Disables action X in Update event section.
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| <SuperBallTrigger>
| <SuperBallTrigger>
Line 1,705: Line 1,705:
|}
|}


==glass-piercing bullets==
===Glass-piercing bullets===
In the original game, w1_tap goes through normal glass and loses its dangerousness while a bullet of w8_mbo stays dangerous.
In the original game, w1_tap goes through normal glass and loses its dangerousness, while a bullet of w8_mbo stays dangerous.


Particle can perform ''actions'' if a ''hit wall event'' occurs (<CollideWithWalls> must be true). If the particle hits a breakable material (glass) then <StopIfBreakable /> stops the actions that comes after StopIfBreakable. The particle continue to fly. If it hits now a non-breakable material, all actions are executed.
Particle can perform ''actions'' if a ''hit wall event'' occurs (<CollideWithWalls> must be true). If the particle hits a breakable material (glass), then <StopIfBreakable /> stops the actions that come after StopIfBreakable. The particle continues to fly. If it then hits a non-breakable material, all actions are executed.


If you want to break glass, put <DamageEnvironment> before <StopIfBreakable />.
If you want to break glass, put <DamageEnvironment> before <StopIfBreakable />.
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=notes on locklights=
===Notes on locklights===
{|class="wikitable" width="100%"
{|class="wikitable" width="100%"
|
|
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         </Events>
         </Events>
|valign=top|
|valign=top|
Locklights are particle which indicate whether a door is locked or not.
Locklights are the particles which indicate whether a door is locked or not.


They are present in [[OBD:ONLV|ONLV]] (ENVP section) with different names, but are all called from "BINA3RAPlocklight.xml" and "BINA3RAPlocklight2.xml".


They are presented in [[OBD:ONLV|ONLV]] (ENVP section) with different names but are all called from "BINA3RAPlocklight.xml" and "BINA3RAPlocklight2.xml".
The locklight is created on level start.


 
The Update event has three actions: '''<u>the first one has ID 0</u>''', the second has '''<u><font color="#AA0000">ID 1</font></u>''', and the third has '''<u><font color="#00AA00">ID 2</font></u>'''.
The locklight becomes created on level start.
 
 
The Update event has three action: '''<u>first one has ID 0</u>''', second has '''<u><font color="#AA0000">ID 1</font></u>''', and third action has '''<u><font color="#00AA00">ID 2</font></u>'''.




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|}
|}


'''The BINA3RAPlocklight.xml original file doesn't allow new events because of its buggy behavior.''' Gumby solved the problem by putting the "SetVariable" code into the start and stop event. During a final test additional code showed accidentally that particles identifies doors as characters. A small vid can be seen [http://www.youtube.com/watch?v=kY8uH5vRt3Q here.]
'''The vanilla BINA3RAPlocklight file doesn't allow new events because of its buggy behavior.''' Gumby solved the problem by putting the "SetVariable" code into the start and stop event. Additional testing discovered that particles identify doors as characters. A small vid can be seen [http://www.youtube.com/watch?v=kY8uH5vRt3Q here.]


{{divhide|See used code here > }}
{{divhide|See used code here > }}
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=how to set up decorative decals=
===How to set up decorative decals===
What are decals?
What are decals?
: Decals are images glued onto a wall or ground.
: Decals are images glued onto a wall or ground.
: They are used for additional level design and to show weapon damage on surroundings.
: They are used for additional level design and to show weapon damage on surroundings.
: The following steps will show you how to set up a piece of design (poster/warning sign/whatever) into a level.
: The following steps will show you how to place a decorative texture (poster/warning sign/whatever) into a level.




==step 1 - extending the particle collection==
====Step 1 - extending the particle collection====
* [[XML:BINA/OBJC/PART|Particle collections]] are level specific.
* [[XML:BINA/OBJC/PART|Particle collections]] are level specific.
* <Position> .. Choose a position for your decal.
* <Position> .. Choose a position for your decal.
: '''The maximal tolerance distance counts 10 units.''' Let's say the ground height (y) is 45 and the particle is spawned at 55 then this is the maximal tolerance; 56 wouldn't work.
: '''The maximum tolerance distance counts 10 units.''' Let's say the ground height (y) is 45 and the particle is spawned at 55: then this is the maximum tolerance; 56 wouldn't work.
: '''"chr_debug_characters = 1"''' helps you. But note that the y value is not the head's or pelvis' height, it is at the deepest point of your feet.
: '''"chr_debug_characters = 1"''' helps you. But note that the y value is not the head or pelvis height -- it is at the lowest point of the feet.
* <Rotation> .. '''see [[#decal_facing|"decal facing"]]'''
* <Rotation> .. '''see [[#decal_facing|"decal facing"]]'''
* <Class> .. this is your [[#step_2_-_creating_BINA3RAP_file|particle file]]
* <Class> .. this is your [[#step_2_-_creating_BINA3RAP_file|particle file]]
* <Tag> .. optional; '''used when you want to activate or deactivate decals or other particle via BSL'''
* <Tag> .. optional; '''used when you want to activate or deactivate decals or other particle via BSL'''
* <Flags> .. "not initially created" flag (2) or nothing (1; 4; 8)
* <Flags> .. "not initially created" flag (2) or nothing (1; 4; 8)
* <XScale> .. Scaling of decal's X dimension on ''individual level'' (you can use the 3RAP's own scaling (<Scale>) for accumulative scaling (this would affect all decals in the collection))
* <XScale> .. Scaling of decal's X dimension on an ''individual level'' (you can use the 3RAP's own scaling (<Scale>) for accumulative scaling (this would affect all decals in the collection))


         <Object Id="11291" Type="PART">
         <Object Id="11291" Type="PART">
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===decal facing===
=====Decal facing=====
: Place yourself towards the point where you want to have the decal, face it. It's important that your body stands accurate, not your head. Then type "chr_debug_characters = 1" into the developer console and you will know the facing. Write it down, compare with the right table and chose your xyz rotation.
: Face the point where you want to have the decal. It's important that your body's facing is accurate, not your head. Then type "chr_debug_characters = 1" into the developer console and you will know the facing. Write it down, compare with the right table and chose your xyz rotation.
: '''PS:''' In matter of spawning/displaing, the exact rotation is not needed. Oni has a 66 degree tolerance.
: '''PS:''' When it comes to spawning/displaying, the exact rotation is not needed. Oni has a 66 degree tolerance.
: '''PPS:''' <DecalWrapAngle> (in BINA3RAP file) is usually set to 60. For hard edges you might want to increase the value.
: '''PPS:''' <DecalWrapAngle> (in BINA3RAP file) is usually set to 60. For hard edges you might want to increase the value.


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==step 2 - creating BINA3RAP file==
====Step 2 - creating BINA3RAP file====
* file name in this example: "'''BINA3RAP<font color="#00AA00">decal_particle_name</font>.xml'''"
* file name in this example: "'''BINA3RAP<font color="#00AA00">decal_particle_name</font>.xml'''"
* <Version> .. '''<font color="#FF0000">has to be the same version as your own onisplit, change it if necessary</font>
* <Version> .. '''<font color="#FF0000">has to be the same version as your own OniSplit, change it if necessary</font>
* <font color="#777777"><CollideWithChars> .. is ignored by decals</font>
* <font color="#777777"><CollideWithChars> .. is ignored by decals</font>
* <HasDecalState>true .. is needed
* <HasDecalState>true .. is needed
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==step 3 - creating TXMP file==
====Step 3 - creating TXMP file====
* file name in this example: "'''TXMP<font color="#AA00AA">animated_texture</font>.xml'''"
* file name in this example: "'''TXMP<font color="#AA00AA">animated_texture</font>.xml'''"
: Of cause the particle file doesn't has to contain an animated image. It's just meant to remind you that this possibility exist.
: Of course the particle file doesn't have to contain an animated image. It's just meant to remind you that this is an option.
* <Version> .. '''<font color="#FF0000">has to be the same version as your own onisplit, change it if necessary</font>  
* <Version> .. '''<font color="#FF0000">has to be the same version as your own OniSplit, change it if necessary</font>  


{| border=0 cellspacing=20 cellpadding=0 align=right
{| border=0 cellspacing=20 cellpadding=0 align=right
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==step 4 - show or hide decals via BSL==
====Step 4 - show or hide decals via BSL====
fork respawnable_decals in your main function
Fork "respawnable_decals" in your main function
  var bool first = 1;
  var bool first = 1;
   
   
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  chr_debug_characters = 1
  chr_debug_characters = 1
  dmsg "( punch to hide a few decals now )"
  dmsg "( punch to hide a few decals now )"
  ### decal is already presented so we begin with stop function
  ### decal is already present so we begin with stop function
  fork kill_decal
  fork kill_decal
  }
  }
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=how to set up decorative character items=
===How to set up decorative character items===
Based on geyser's [http://geyser.oni2.net/edition/levels/colony/sillyworld.zip "silly world"] experiment.
Based on geyser's [http://geyser.oni2.net/edition/levels/colony/sillyworld.zip "silly world"] experiment.


Marks, bags, goggles, decorative LSI, flash lights and other equipment could individualize characters by using a (BSL-triggered) particle workaround.
Marks, bags, goggles, decorative LSIs, flashlights, and other equipment could individualize characters by using a (BSL-triggered) particle workaround.




==step 1: ONCC modifications==
====Step 1: ONCC modifications====
First we need to create a connection to the character. For this, we use the Daodan particle system to some degree.  
First we need to create a connection to the character. For this, we use the Daodan particle system.  
  <HasDaodanPowers>'''1'''</HasDaodanPowers>
  <HasDaodanPowers>'''1'''</HasDaodanPowers>
Now it's enabled for this character. Next we register our item (hold by particle) in the ONCP section.
Now it's enabled for this character. Next we register our item (the holding particle) in the ONCP section.
  <ONCPParticle>
  <ONCPParticle>
   <Name>'''super'''_shades</Name>
   <Name>'''super'''_shades</Name>
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==step 2: creating the item files==
====Step 2: creating the item files====
* BINA3RAPsilly_glasses.xml
* BINA3RAPsilly_glasses.xml
: Needed modifications:
: Needed modifications:
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==step 3: preparing the BSL stuff==
====Step 3: preparing the BSL stuff====
* BINACJBOCharacter.xml
* BINACJBOCharacter.xml
<Spawn>silly_setup</Spawn>
<Spawn>silly_setup</Spawn>
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{| border=0 cellspacing=20 cellpadding=0 align=right
{| border=0 cellspacing=20 cellpadding=0 align=right
|
|
[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/silly_shades.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/silly_shades_TN.png]<br>Karen: "Ready for Matrix. HAR-HAR"
[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/silly_shades.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/silly_shades_TN.png]<br>Karen: "Ready for the Matrix. HAR-HAR."
|}
|}
: silly_setup will be triggered every time a character is spawned with this link in BINACJBOCharacter.xml
: silly_setup will be triggered every time a character is spawned with this link in BINACJBOCharacter.xml
: Only AI would need chr_lock_active.
: Only the AI would need chr_lock_active.
: chr_super becomes disabled again to prevent other Daodan effects (in case our character would had a chenille or other visuals). We don't have to worry about the item, its live time was set to 0 (infinity). (chr_super 0 only hides the particle, it doesn't kill it.)
: chr_super becomes disabled again to prevent other Daodan effects (in case our character has a chenille or other visuals). We don't have to worry about the item, its lifetime was set to 0 (infinity). ("chr_super 0" only hides the particle, it doesn't kill it.)
:  
:  


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'''2''' corresponds to <Start> tag and '''3''' corresponds to <Stop> tag in BINA3RAPsilly_shades.xml
'''2''' corresponds to <Start> tag and '''3''' corresponds to <Stop> tag in BINA3RAPsilly_shades.xml
This can ''switch on and off'' the item. Other effects could be triggered by the free remaining numbers. A collection of events and their numbers can be seen [[XML:BINA/OBJC/PART|HERE]].
This can ''switch the item on and off''. Other effects could be triggered by the free remaining numbers. A collection of events and their numbers can be seen [[XML:BINA/OBJC/PART|HERE]].
 


==extra demo==
====Extra demo====
''For all Gundam Seed fans out there: Phase Shift shades.'' ^_^
''For all Gundam Seed fans out there: Phase Shift shades.'' ^_^
Nah, the texture of such object cannot become replaced by another. But by using three different shades, we can create this illusion. There are blue shades. A ''pair'' that uses an animated texture. And a red pair. The animated pair is only temporary used. [http://www.youtube.com/watch?v=XbOb0i5StDk Here's a vid.]
Nope, the texture of an object cannot be replaced by another. But by using three different pairs of shades, we can create this illusion. There are blue shades. A ''pair'' that uses an animated texture. And a red pair. The animated pair is only temporarily used. [http://www.youtube.com/watch?v=XbOb0i5StDk Here's a vid.]


  func spawn_karen {
  func spawn_karen {
  chr_super karen 1
  chr_super karen 1
  ### all three shades particle created
  ### all three shades particles created
  sleep 2
  sleep 2
  ### now but we need to hide them
  ### now but we need to hide them