XML:BINA/OBJC/PATR
| PATR : Patrol Path |
| |
|---|---|---|
| XML
AKEV << Other file types >> CONS TMBD << Other BINA >> ONIE PART << Other OBJC >> PWRU |
General information
- The XML on this page is based on OniSplit v0.9.61.0.
- "BINACJBOPatrol Path" is level-specific (levelx_Final.dat).
- A path can have at most 64 points.
- Corrupting BSL code in patrol scripts
- I (Paradox) suspect that instantly played BSL code breaks patrol paths. Example: patrolscript0001 contains a sleep command and patrolscript0002 will be played. If you remove the sleep command, the patrol path will break. (This was tested in level 1 SP1 with A_t48 and his patrol_48.)
XML code - patrolscript points:
<Points> <ScriptId ScriptId="1" /> <ScriptId ScriptId="2" /> <ScriptId ScriptId="3" /> </Points>
BSL code:
func patrolscript0001
{
dmsg "1"
chr_animate 0 KONOKOpowerup
sleep 1
}
func patrolscript0002
{
dmsg "2"
}
func patrolscript0003
{
dmsg "3"
}
BSL support
- ai2_showpaths = 1
- ai2_dopath ai_name path_name
File structure
<?xml version="1.0" encoding="utf-8"?>
<Oni>
<Objects>
[...]
</Objects>
</Oni>
[...] means at least one patrol block. Paste all your patrol data in there (this includes the <PATR Id="..."> and </PATR> tag).
Example
<PATR Id="8283">
<Header>
<Flags></Flags>
<Position>-408.598755 60.1162872 -1402.20361</Position>
<Rotation>0 0 0</Rotation>
</Header>
<OSD>
<Name>patrol_32</Name>
<PatrolId>32</PatrolId>
<ReturnToNearest>1</ReturnToNearest>
<Points>
<IgnorePlayer Value="Yes" />
<MovementMode Mode="Run" />
<MoveToFlag FlagId="545" />
<Loop>
<MoveToFlagLookAndWait Frames="120" FlagId="545" Rotation="5" />
<IgnorePlayer Value="No" />
<MoveThroughFlag FlagId="145" Distance="0" />
<MovementMode Mode="ByAlertLevel" />
<MoveToFlagLookAndWait Frames="300" FlagId="144" Rotation="60" />
<MoveThroughFlag FlagId="145" Distance="0" />
<MoveToFlagLookAndWait Frames="300" FlagId="146" Rotation="90" />
</Loop>
</Points>
</OSD>
</PATR>
| XML tag | Content type | Description |
|---|---|---|
| <PATR Id="..."> | integer | ID doesn't matter |
| <Flags> | flag | Unknown |
| <Position> | float x3 | XYZ position, unused |
| <Rotation> | float x3 | XYZ rotation, unused |
| <Name> | string | Used by BSL command "ai2_dopath" |
| <PatrolId> | integer | Used in BINA/OBJC/CHAR |
| <ReturnToNearest> | flag |
|
| <Points> | - | Holds the actual path data (up to 64 points). |
| <MoveToFlag FlagId="..." /> | integer | |
| <Stop /> | - | |
| <Pause Frames="..." /> | integer | |
| <LookAtFlag FlagId="..." /> | integer | |
| <LookAtPoint X="..." Y="..." Z="..." /> | float x3 | |
| <MoveAndFaceFlag FlagId="..." /> | integer | |
| <Loop>...</Loop> | Patrol path tags can be enclosed by this loop tag. | |
| <MovementMode Mode="..." /> | flag |
|
| <MoveToPoint X="..." Y="..." Z="..." /> | float x3 | |
| <LockFacing Facing="..." /> | flag |
|
| <MoveThroughFlag FlagId="..." Distance="..." /> | integer, float | |
| <MoveThroughPoint X="..." Y="..." Z="..." Distance="..." /> | float x4 | |
| <StopLooking /> | - | |
| <FreeFacing /> | - | |
| <GlanceAtFlagFor FlagId="..." Frames="..." /> | integer x2 | |
| <MoveNearFlag FlagId="..." Distance="..." /> | integer, float | |
| <Scan Frames="..." Rotation="..." /> | integer, float | |
| <StopScanning /> | - | |
| <MoveToFlagLookAndWait Frames="..." FlagId="..." Rotation="..." /> | integer x2, float | |
| <CallScript ScriptId="..." /> | integer | Calls a BSL function by ID. For example if the ID is 1 then the BSL function is named "patrolscript0001". |
| <ForkScript ScriptId="..." /> | integer | Forks a BSL function by ID. For example if the ID is 2 then the BSL function is named "patrolscript0002". |
| <IgnorePlayer Value="..." /> | flag |
|
| <FaceToFlagAndFire FlagId="..." Frames="..." Spread="..." /> | integer x2, float |
