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BSL scripts bring levels fully to life. The logic is mostly event driven whereby different checkpoints and conditions must be reached. | 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 | * Checkpoints are actually [[XML:BINA/OBJC/TRGV|trigger volumes]] that can recognize entering and exiting characters. | ||
* The second most important source of events are [[XML:BINA/OBJC/CHAR|character (script) functions]], especially the die function of enemies. | * 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]]. | ** 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”. | * [[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 very simple "riddles”. | ||
* The creation of cut scenes is time consuming quality work. Due to missing tools for | * The creation of cut scenes is time-consuming quality work. Due to missing tools for streamlined workflows, it is totally okay for you to skip this. | ||
** New | ** New synchronized FILM, OBAN and TRAM files are required for cut scenes. Not to mention sound files for dialog. | ||
==The master XML file== | ==The master XML file== |
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