XML:BINA/OBJC/CONS: Difference between revisions
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Paradox-01 (talk | contribs) (Created page with '=BINA/OBCJ/CONS: consols= '''general information''' * (Well, this is pretty much useless unless you can create the rest of the console. See screenshot why...') |
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=[[OBD:BINA/OBJC/CONS|BINA/OBCJ/CONS]]: consols= | =[[OBD:BINA/OBJC/CONS|BINA/OBCJ/CONS]]: consols= | ||
{{Template:XMLModdingHints}} | |||
'''general information''' | '''general information''' | ||
* | * This doesn't the console geometry. See screenshot. | ||
* '''BINACJBOConsole.oni''' is level specific. (It can be found in edition/GameDataFolder/level''XX''_... ) | * '''BINACJBOConsole.oni''' is level specific. (It can be found in edition/GameDataFolder/level''XX''_... ) | ||
* All consoles can be seen [http://ssg.oni2.net/subfold/consoles/ HERE.] | * All consoles can be seen [http://ssg.oni2.net/subfold/consoles/ HERE.] | ||
Revision as of 11:28, 7 August 2011
BINA/OBCJ/CONS: consols
general information
- This doesn't the console geometry. See screenshot.
- BINACJBOConsole.oni is level specific. (It can be found in edition/GameDataFolder/levelXX_... )
- All consoles can be seen HERE.
XML structure
<?xml version="1.0" encoding="utf-8"?> <Oni Version="0.9.28.0"> <ObjectCollection> [...] </ObjectCollection> </Oni>
[...] means at least one console. Paste all console data into there (this includes <Object ...> and </Object> tag).
example
<Object Id="8179" Type="CONS"> <Header> <Flags>9</Flags> <Position>-1354.927 45 860.053</Position> <Rotation>180.000015 0 180.000015</Rotation> </Header> <OSD> <Class>console0</Class> <ConsoleId>2</ConsoleId> <Flags>Active</Flags> <DisabledTexture>_con_INACTIVE</DisabledTexture> <EnabledTexture>_con_MTCOM_DISH</EnabledTexture> <UsedTexture>_con_MTC_DISHFLASH</UsedTexture> <Events> <Script Function="fconsole_ok" /> </Events> </OSD> </Object>
tags
- <Flags> : (9 and 8 are used in compound)
- <Position> : (console is spawned at this xyz-position)
- <Rotation> : (console is spawned with this xyz-rotation (in degrees))
- <Class>: console0 / console_alarm / console_data / ?
- <ConsoleId> : (used by BSL commands like "console_deactivate ID")
- <Flags> :
- HEX=Dec/Flag
- 00 = 0 (not active)
- 01 = 1 (unknown)
- 02 = 2 (unknown)
- 04 = 4 (unknown)
- 08 = Active
- 09 = 9 (*)
- 10 = 16 (unknown)
- 20 = UsePunchAnimation (KONOKOconsole_punch.TRAM .. WTF O_o Seems to be a KONCOMcomb_p copy but slightly slower; I think it was used in a beta to crash the console via character-environment collision, shall we try to get it back?)
- 28 = Active UsePunchAnimation
- 40 = AlarmConsole
- 80 = 128 (unknown)
- C0 = 192 (*)
- EE = 238 (*)
- * not tested, might screw everything, was only set to test the XML export
- Multible flags:
- known flag and unknown flag are extracted as decimal number added together (see 9)
- known flags are extracted as readable flags, separated by a space sign (see 28)
- <DisabledTexture> : _con_ALARM_SLEEP / _con_USED / _con_used / _con_INACTIVE / (etc.)
- <EnabledTexture> : _con_ALARM_SLEEP / _con_INFO / _con_MTC_2 / _con_mtc_stairs / _con_MTCOM_DISH / _con_MTCOM_DISH / (etc.)
- <UsedTexture> : _con_ALARM_ON / _con_USED / _con_used / _con_MTC_DISHFLASH / (etc.) (custom textures should be possible)
- <Events>
- <Script Function="calling_this_BSL_function" />
- <ActivateTurret TargetId="Id" />
- <DeactivateTurret TargetId="Id" />
- <ActivateConsole TargetId="Id" />
- <DeactivateConsole TargetId="Id" />
- <ActivateAlarm TargetId="Id" />
- <DeactivateAlaram TargetId="Id" />
- <ActivateTrigger TargetId="Id" />
- <DeactivateTrigger TargetId="Id" />
- <LockDoor TargetId="Id" />
- <UnlockDoor TargetId="Id" />
- (multible events are possible)