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Paradox-01 (talk | contribs) m (oncc ? ups. however, I can't add more so it time to move on) |
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==Talk== | |||
Ok, I'm going to ask a few dumb questions | Ok, I'm going to ask a few dumb questions | ||
*How are these teams treated: SecurityGuard, Switzerland, Who are there friends and enemies? | *How are these teams treated: SecurityGuard, Switzerland, Who are there friends and enemies? | ||
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[[User:Gumby|Gumby]] 18:39, 31 August 2008 (CEST) | [[User:Gumby|Gumby]] 18:39, 31 August 2008 (CEST) | ||
==XML== | |||
'''general information''' | |||
* '''BINACJBOCharacter.oni''' is level specific. (It can be found in edition/GameDataFolder/level''XX''_... ) | |||
* See [[XML basic tutorial|HERE]] if you don't know how to convert an oni file into XML and vice versa. | |||
* See [[OBD_talk:BINA/OBJC|HERE]] if you are searching for more general information such as how to handle object coordinates. | |||
* (An alternative is [[OBD:AISA|AISA]], import not tested.) | |||
'''XML structure''' | |||
<?xml version="1.0" encoding="utf-8"?> | |||
<Oni Version="0.9.28.0"> | |||
<ObjectCollection> | |||
'''''[...]''''' | |||
</ObjectCollection> | |||
</Oni> | |||
'''''[...]''''' means at least one character. Paste all character data into there (this includes '''<font color="#0A0"><Object ...></font>''' and '''<font color="#0A0"></Object></font>''' tag). | |||
'''example''' | |||
'''<font color="#0A0"><Object Id="10067" Type="CHAR"></font>''' | |||
<Header> | |||
<Flags>0</Flags> | |||
<Position>347.216736 756 202.2008</Position> | |||
<Rotation>0 114.94648 0</Rotation> | |||
</Header> | |||
<OSD> | |||
<Flags>IsPlayer</Flags> | |||
<Class>barabus</Class> | |||
<Name>barabus</Name> | |||
<Weapon></Weapon> | |||
<Scripts> | |||
<Spawn></Spawn> | |||
<Die></Die> | |||
<Combat></Combat> | |||
<Alarm></Alarm> | |||
<Hurt></Hurt> | |||
<Defeated></Defeated> | |||
<OutOfAmmo></OutOfAmmo> | |||
<NoPath></NoPath> | |||
</Scripts> | |||
<AdditionalHealth>0</AdditionalHealth> | |||
<Job> | |||
<Type>Idle</Type> | |||
<PatrolPathId>0</PatrolPathId> | |||
</Job> | |||
<Behaviors> | |||
<CombatId>9</CombatId> | |||
<MeleeId>25</MeleeId> | |||
<NeutralId>0</NeutralId> | |||
</Behaviors> | |||
<Inventory> | |||
<Ammo> | |||
<Use>0</Use> | |||
<Drop>0</Drop> | |||
</Ammo> | |||
<EnergyCell> | |||
<Use>0</Use> | |||
<Drop>0</Drop> | |||
</EnergyCell> | |||
<Hypo> | |||
<Use>0</Use> | |||
<Drop>0</Drop> | |||
</Hypo> | |||
<Shield> | |||
<Use>0</Use> | |||
<Drop>0</Drop> | |||
</Shield> | |||
<Invisibility> | |||
<Use>0</Use> | |||
<Drop>0</Drop> | |||
</Invisibility> | |||
</Inventory> | |||
<Team>Syndicate</Team> | |||
<InitialAmmo>100</InitialAmmo> | |||
<Alert> | |||
<Initial>Combat</Initial> | |||
<Minimal>Lull</Minimal> | |||
<JobStarting>Low</JobStarting> | |||
<Investigating>Medium</Investigating> | |||
</Alert> | |||
<AlarmGroups>0</AlarmGroups> | |||
<Pursuit> | |||
<nowiki><Strong>4</Strong></nowiki> | |||
<Weak>1</Weak> | |||
<StrongSeen>4</StrongSeen> | |||
<WeakSeen>4</WeakSeen> | |||
<Lost>0</Lost> | |||
</Pursuit> | |||
</OSD> | |||
'''<font color="#0A0"></Object></font>''' | |||
You can add another character data block beneath an </Object> tag. (Well, add as much characters as you want.) | |||
{{Table}} | |||
!XML tag | |||
!description | |||
!value type / flags plus description | |||
|- | |||
|<?xml version="1.0" encoding="utf-8"?> | |||
| | |||
| | |||
|- | |||
|valign=top|<Oni Version="..."> | |||
| If onisplit exe is newer then extracted file then file cannot be converted back to *.oni | |||
| | |||
|- | |||
|valign=top|<ObjectCollection> | |||
| | |||
| | |||
|- | |||
|valign=top|<Object Id="3860" Type="CHAR"> | |||
|Id doesn't matter and CHAR shouldn't become changed so leave them as they are. | |||
| | |||
|- | |||
|<Header> | |||
| | |||
| | |||
|- | |||
|<Flags> | |||
|unknown; usually 0 | |||
| | |||
|- | |||
|<Position> | |||
|character is spawned at this xyz-position | |||
| | |||
|- | |||
|<Rotation> | |||
|character is spawned with this rotation | |||
| | |||
|- | |||
|<OSD> | |||
| | |||
| | |||
|- | |||
|valign=top|<Flags> | |||
|valign=top|determines some special properties | |||
| | |||
<!--: "IsPlayer" makes first character (in this file) into the character which is controlled by the player. (Usually not used with other flags.) | |||
:: Multiple characters with "IsPlayer" makes it possible to change the player controlled character by using BSL commands, for example: "chr_delete(Muro);ai2_spawn(barabus)" | |||
::: A delay between spawning the new and deleting the old player character can kick off a camera glitch. | |||
:::: However, this became outdate when Mac engine was patched to be able using chr_set_class.--> | |||
: IsPlayer (if you have two of them then delete one and spawn the other one at same time) | |||
: RandomCostume (flag belongs to [[OBD_talk:ONCV|ONCV]]) | |||
: NotInitiallyPresent | |||
: NonCombatant | |||
: CanSpawnMultiple (needs WasSpawned) | |||
: WasSpwaned (...) | |||
: Unkillable (character won't loss more life points if it reaches 1, same as BSL command "chr_unkillable") | |||
: InfiniteAmmo (Raiden: "You got enough ?" Snake points to his head. "Infinite ammo...") | |||
: Omniscient (can't be knocked down) | |||
: HasLSI (this character drops an level specific item like truck keys in [[CHAPTER_14_._DAWN_OF_THE_CHRYSALIS|level 19]]) | |||
: Boss (used for boss mode fights. makes the AI ignore this character unless there is nobody else around) | |||
: UpgradeDifficulty (spawns a stronger enemy if you play on medium or hard) | |||
: NoAutoDrop (doesn't drop "used" shield, "used" invisibility and LSI when killed) | |||
|- | |||
|<Class> | |||
|ONCC name without file pre- and suffix. Interesting for BSL command "chr_set_class" | |||
| | |||
|- | |||
|<Name> | |||
|used by various BSL commands | |||
| | |||
|- | |||
|<Weapon> | |||
|character is spawned with weapon specified in here; weapon looked up by name (makes also custom weapons available) | |||
| | |||
|- | |||
|valign=top|<Scripts> | |||
|valign=top|independent from BSL main function | |||
| | |||
: <Spawn> (called when character is spawned) | |||
: <Die> (called when character dies (health reaches 0); can work multiple times) | |||
: <Combat> (called when character notices an enemy; works only once) | |||
: <Alarm> (called when character is alarmed) | |||
: <Hurt> (called when character is hurt for the first time; works only once) | |||
: <Defeated> (called when character is "defeated" (health reaches 1); works only once) | |||
: <OutOfAmmo> (called when character runs out of ammo (reloads a weapon with the last clip/cell); works only once, and the character must have the ammo at spawn-time) | |||
: <font style="color:#777"><NoPath> (should be called when a character has trouble pathfinding, but isn't</font>) | |||
|- | |||
|valign=top|<AdditionalHealth> | |||
|''main'' health is stored in ONCC, "additional health" will be added to that ''main'' health | |||
| | |||
|- | |||
|<Job> | |||
| | |||
| | |||
|- | |||
|valign=top|<Type> | |||
| | |||
| | |||
: None | |||
: Idle | |||
: <font color="#777">Guard (never used in Oni)</font> | |||
: Patrol | |||
: <font color="#777">Teambattle (never used in Oni)</font> | |||
|- | |||
|valign=top|<Behaviors> | |||
|specified by IDs linking to melee, combat and neutral profile collection file | |||
| | |||
|- | |||
|valign=top|[[OBD_talk:BINA/OBJC/CMBT|<CombatId>]] | |||
| | |||
| | |||
: 0 (Stand_and_Fire) | |||
: 1 (Murder) | |||
: 2 (Shoot_And_Fight) | |||
: 3 (Take_my_Big_Black_Stuff) | |||
: 4 (Assault) | |||
: 5 (Civilian) | |||
: 6 (Pursuit) | |||
: 7 (Group_battle) | |||
: 8 (Watchman) | |||
: 9 (Barabbas_TCTF) | |||
: 10 (COMGUY) | |||
: 11 (SuperNinja) | |||
: 12 (Griffin) | |||
: 13 (Mutant_Muro) | |||
: 14 (Alarm Guard) | |||
: 15 (Non-Combatant) | |||
: 16 (Griffin_Final) | |||
: 207 (Sniper) | |||
: 208 (Sniper For Joe) | |||
: 17 (Average_striker; new profile for AE) | |||
|- | |||
|<MeleeId> | |||
|[[OBD:BINA/OBJC/MELE#All_profiles_sorted_by_ID|here are all melee IDs sorted by ID]] | |||
| | |||
|- | |||
|<NeutralId> | |||
|[[OBD:BINA/OBJC/NEUT|...]] (no overview so far) | |||
| | |||
|- | |||
|<Inventory> | |||
| | |||
| | |||
|- | |||
|valign=top|<Ammo> | |||
| | |||
| | |||
:<Use> (characters can uses such items by given amount; AI cannot use hypos) | |||
:<Drop> (AI characters drops such items when defeated) | |||
|- | |||
|valign=top|<EnergyCell> | |||
| | |||
| | |||
:<Use> | |||
:<Drop> | |||
|- | |||
|valign=top|<Hypo> | |||
| | |||
| | |||
:<Use> | |||
:<Drop> | |||
|- | |||
|valign=top|<Shield> | |||
| | |||
| | |||
:<Use> | |||
:<Drop> | |||
|- | |||
|valign=top|<Invisibility> | |||
| | |||
| | |||
:<Use> | |||
:<Drop> | |||
|- | |||
|valign=top|<Team> | |||
| | |||
| | |||
: Konoko | |||
: TCTF | |||
: Syndicate | |||
: Neutral | |||
: SecurityGuard | |||
: RogueKonoko | |||
: Switzlerland (is melee-immune) | |||
: SyndicateAccessory | |||
|- | |||
|<InitialAmmo> | |||
|ammo in weapon, percent value: 0 - 100, ''overload'' not tested | |||
| | |||
|- | |||
|<Alert> | |||
| | |||
| | |||
|- | |||
|valign=top|<Initial> | |||
|valign=top|initial alert level | |||
| | |||
:lull | |||
:low | |||
:medium | |||
:high | |||
:combat | |||
|- | |||
|valign=top|<Minimal> | |||
|valign=top|minimal alert level | |||
| | |||
:lull | |||
:low | |||
:medium | |||
:high | |||
:combat | |||
|- | |||
|valign=top|<JobStarting> | |||
|valign=top|alert level when starting a job | |||
| | |||
:lull | |||
:low | |||
:medium | |||
:high | |||
:combat | |||
|- | |||
|valign=top|<Investigating> | |||
|valign=top|alert level when investigating | |||
| | |||
:lull | |||
:low | |||
:medium | |||
:high | |||
:combat | |||
|- | |||
|valign=top|<AlarmGroups> | |||
|character will be alarmed by script command ai2_tripalarm(N) or alarm console; N can be 0 up to 31 | |||
| | |||
|- | |||
|valign=top|<Pursuit> | |||
|[[CHAR#Less_basic_setup_-_Inventory.2C_team.2C_jobs.2C_alert.2Fpursuit|HERE]] are information about "Alert" and "Pursuit". | |||
| | |||
|- | |||
|valign=top|<nowiki><Strong></nowiki> | |||
| | |||
| | |||
: 0 | |||
: 1 | |||
: 2 | |||
: 3 | |||
: 4 | |||
|- | |||
|valign=top|<Weak> | |||
| | |||
| | |||
: 0 | |||
: 1 | |||
: 2 | |||
: 3 | |||
: 4 | |||
|- | |||
|valign=top|<StrongSeen> | |||
| | |||
| | |||
: 0 | |||
: 1 | |||
: 2 | |||
: 3 | |||
: 4 | |||
|- | |||
|valign=top|<WeakSeen> | |||
| | |||
| | |||
: 0 | |||
: 1 | |||
: 2 | |||
: 3 | |||
: 4 | |||
|- | |||
|valign=top|<Lost> | |||
| | |||
| | |||
: 0 | |||
: 1 | |||
: 2 | |||
: 3 | |||
: 4 | |||
|} |
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