XML talk:BINA/PAR3: Difference between revisions

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__TOC__
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==Particle statistics==
http://paradox.oni2.net/wiki/particle_statistics.txt


==Particle subtype investigation==
==Particle subtype investigation==
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Due to their huge number a statistic approach might be suitable.
Due to their huge number a statistic approach might be suitable.


This would be best to be carried out with an programmed tool.
This would be best to be carried out with a programmed tool.


We could look for common trait (tags and tag values).
We could look for common traits (tags and tag values).


Expected types
Expected types
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             +-- mad_x01 from <Events><Lifetime><CollisionEffect><Effect>, self: <TexGeom>lensflare01 (really visible?)
             +-- mad_x01 from <Events><Lifetime><CollisionEffect><Effect>, self: <TexGeom>lensflare01 (really visible?)
                 |
                 |
                 +-- mad_f01 from <Emitters><Emitter><Class>, self: <TexGeom>lensflare01 (rally visible?)
                 +-- mad_f01 from <Emitters><Emitter><Class>, self: <TexGeom>lensflare01 (really visible?)
                 +-- mad_f02 from <Emitters><Emitter><Class>, self: <TexGeom>smoke
                 +-- mad_f02 from <Emitters><Emitter><Class>, self: <TexGeom>smoke
                 +-- mad_f03 from <Emitters><Emitter><Class>, self: <TexGeom>bloodyfoot
                 +-- mad_f03 from <Emitters><Emitter><Class>, self: <TexGeom>bloodyfoot
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* Each "count" textured particle comes with its own timer sound
* Each "count" textured particle comes with its own timer sound
* "x" particle holds an sbg sound
* "x" particle holds an sbg sound
* "e3" seems to provide a safety distance towards level geometry: <WallOffset>0.2</WallOffset>
* "e03" seems to provide a safety distance towards level geometry: <WallOffset>0.2</WallOffset>
* ...
* "p04" seems obsolete, main content seems to be a "Sprite" texture but it's invisible, same texture is used by "p03"




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I don't know yet what's wrong with the spawning but obviously its supposed to work differently.
I don't know yet what's wrong with the spawning but obviously its supposed to work differently.


That bug (or new "feature") can be avoided by introducing a new root emitter. For tests I used [https://dl.dropboxusercontent.com/u/139715/OniGalore/BINA3RAP_Talk/BINA3RAPh2h_powerup_e01a.xml h2h_powerup_e01a] (Syndicate compound level, daodan blast).
That bug (or new "feature") can be avoided by introducing a new root emitter. For tests I used h2h_powerup_e01a (<nowiki>https://dl.dropboxusercontent.com/u/139715/OniGalore/BINA3RAP_Talk/BINA3RAPh2h_powerup_e01a.xml</nowiki>, dead link) (Syndicate compound level, daodan blast).


For <SelfImmune>1 to take effect, x01 <HasDamageOwner> must be set to "true". (h2h_powerup_e01a has that already. A complete ''chain of ownage'' is essential.)
For <SelfImmune>1 to take effect, x01 <HasDamageOwner> must be set to "true". (h2h_powerup_e01a has that already. A complete ''chain of ownage'' is essential.)
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: ''Within the HitWall PAR3 event, ''[<StopIfBreakable />]'' stops the exection of all PAR3 actions listed BELOW this PAR3 action if the HitWall was called against a breakable material (in vanilla Oni, the only breakable material is glass).''
: ''Within the HitWall PAR3 event, ''[<StopIfBreakable />]'' stops the exection of all PAR3 actions listed BELOW this PAR3 action if the HitWall was called against a breakable material (in vanilla Oni, the only breakable material is glass).''


'''Example of <StopIfBreakable /> not stopping a later action:'''
modified BINA3RAPw8_mbo_p01
            <HitWall>
                '''<StopIfBreakable />'''
                <ImpactEffect>
                    <ImpactType>w8_mbo</ImpactType>
                    <ImpactModifier>2</ImpactModifier>
                </ImpactEffect>
                <Die />
            </HitWall>
https://dl.dropboxusercontent.com/u/139715/OniGalore/StopIfBreakable_used.wmv
            <HitWall>
                <ImpactEffect>
                    <ImpactType>w8_mbo</ImpactType>
                    <ImpactModifier>2</ImpactModifier>
                </ImpactEffect>
                <Die />
            </HitWall>
https://dl.dropboxusercontent.com/u/139715/OniGalore/StopIfBreakable_not_used.wmv
: Side note: There's no visible effect (like decal) on the breakable glass because of ONIE.
For better visibility we can also repeat the two tests with a plasma effect.
            <HitWall>
                '''<StopIfBreakable />'''
                <ImpactEffect>
                    <ImpactType>w3_phr</ImpactType>
                    <ImpactModifier>0</ImpactModifier>
                </ImpactEffect>
                <Die />
            </HitWall>
https://dl.dropboxusercontent.com/u/139715/OniGalore/StopIfBreakable_used_phr3_alt.wmv
            <HitWall>
                <ImpactEffect>
                    <ImpactType>w3_phr</ImpactType>
                    <ImpactModifier>0</ImpactModifier>
                </ImpactEffect>
                <Die />
            </HitWall>
https://dl.dropboxusercontent.com/u/139715/OniGalore/StopIfBreakable_not_used_phr3_alt.wmv




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