XML:AISA: Difference between revisions

10 bytes removed ,  27 March 2021
m
putting nav header parameters in more logical order (some already are this way)
m (really not a big deal, but now that I've noticed it, my OCD is making me fix these; capitalized headers just look nicer)
m (putting nav header parameters in more logical order (some already are this way))
 
(2 intermediate revisions by the same user not shown)
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{{XML_File_Header | type=AISA | prev=AGQR | next=AITR | name=AI Character Setup Array }}
{{XML_File_Header | prev=WPge | type=AISA | next=AKEV | name=AI Character Setup Array}}


__TOC__
__TOC__
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* AISA is still used for a few cutscene characters, even though [[XML:BINA/OBJC/CHAR|BINACJBOCharacters]] has made it redundant.
* AISA is still used for a few cutscene characters, even though [[XML:BINA/OBJC/CHAR|BINACJBOCharacters]] has made it redundant.
* If you make an AE package containing an AISA file, you must also include the corresponding [[XML:ONLV|ONLV]] or else Oni will crash.
* If you make an AE package containing an AISA file, you must also include the corresponding [[XML:ONLV|ONLV]] or else Oni will crash.


===File structure===
===File structure===
  <?xml version="1.0" encoding="utf-8"?>
  <?xml version="1.0" encoding="utf-8"?>
  <Oni>
  <Oni>
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                 <Ammo>0</Ammo>
                 <Ammo>0</Ammo>
             '''<font color="#0A0"></AISACharacter></font>'''
             '''<font color="#0A0"></AISACharacter></font>'''


===Tags===
===Tags===
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|valign=top| <FlagId>
|valign=top| <FlagId>
|valign=top| integer
|valign=top| integer
| flag where character is spawned; must be a valid flag ID (from the BINACJBOFlag collection)
| flag where character is spawned; must be a valid flag ID (from the BINACJBOFlag list)


In the level Atmospheric Conversion Center (exterior), Bungie used [[XML:FILM|FILM]] files to teleport AI Konoko and Griffin.
In the level Atmospheric Conversion Center (exterior), Bungie used [[XML:FILM|FILM]] files to teleport AI Konoko and Griffin.