XML:BINA/OBJC/PATR

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PATR : Patrol path list
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XML

AKVA << Other file types >> CBPI

TMBD << Other BINA >> ONIE

PART << Other OBJC >> PWRU

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general information

  • The xml code on this page is based on onisplit v0.9.61.0
  • BINACJBOPatrol Path.oni is level specific. (It can be found in AE/AEInstaller/vanilla/levelX_Final.dat)
  • A path can have at most 64 points.
Corrupting BSL code in patrolscripts
I suspect that instantly played BSL code breaks patrol paths.
example:
patrolscript0001 contains a sleep command and patrolscript0002 will be played.
But 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.) --paradox-01 (talk) 17:47, 10 November 2012 (CET)


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 a patrol data into there (this includes <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 whatever this is good for ...
<Position> float x3 x y z position, useless here
<Rotation> float x3 x y z rotation, useless here
<Name> string for BSL command "ai2_dopath"
<PatrolId> integer used in BINA/OBJC/CHAR
<ReturnToNearest> flag
1 (Yes)
0 (No)
<Points> - Holds actual content. A path can have at most 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 that loop tag.
<MovementMode Mode="..." /> flag
ByAlertLevel
Stop
Crouch
Creep
WalkNoAim
Walk
RunNoAim
Run
<MoveToPoint X="..." Y="..." Z="..." /> float x3 ?
<LockFacing Facing="..." /> flag
Forward
Backward
Left
Right
Stopped
<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 Id is 1 then BSL function is named "patrolscript0001"
<ForkScript ScriptId="..." /> integer Forks a BSL function by Id. For example if Id is 2 then BSL function is named "patrolscript0002"
<IgnorePlayer Value="..." /> flag
No
Yes
<FaceToFlagAndFire FlagId="..." Frames="..." Spread="..." /> integer x2, float