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'''Support for [[XML:BINA/ONIE|effects]]''' | '''Support for [[XML:BINA/ONIE|effects]]''' | ||
* Effects such as decals that indicate damaged environment need level textures to be registered in [[XML:BINA/TMBD|TMBD]]. Make sure not to replace existing texture entries but to add your own so that the other levels remain unaffected. | * Effects such as decals that indicate damaged environment need level textures to be registered in [[XML:BINA/TMBD|TMBD]]. Make sure not to replace existing texture entries but to add your own so that the other levels remain unaffected. | ||
'''Level logic''' | |||
BSL scripts bring levels fully to life. The logic is mostly event driven whereby different checkpoints and conditions must be reached. | |||
* Checkpoints are actually [[XML:BINA/OBJC/TRGV|trigger volumes]] that can recognize entering and exiting character. | |||
* The second most important source of events are [[XML:BINA/OBJC/CHAR|character (script) functions]], especially the die function of enemies. | |||
** To support good and less good players alike NPC characters can feature the UpgradeDifficulty flag. Also, BSL scripts can detect the current [[BSL:Game_status|difficulty level]]. | |||
* [[XML:BINA/OBJC/TRIG|Laser triggers]] are mostly used to control [[XML:BINA/OBJC/TURR|turrets]]. [[XML:BINA/OBJC/CONS|Consoles]], triggers and [[XML:DOOR|door]] unlocking are used to set up simple "riddles”. | |||
* The creation of cut scenes is time consuming quality work. Due to missing tools streamlining the workflow it is totally for you to skip this. | |||
** New synconized FILM, OBAN and TRAM files are required for cut scenes. Not to mention sound files for dialogue. | |||
==The master XML file== | ==The master XML file== |
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