XML:BINA/OBJC/DOOR: Difference between revisions
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'''XML structure''' | '''XML structure'''<br>for onisplit 0.9.59.0 | ||
<?xml version="1.0" encoding="utf-8"?> | <?xml version="1.0" encoding="utf-8"?> | ||
<Oni | <Oni> | ||
<Objects> | |||
'''''[...]''''' | '''''[...]''''' | ||
</ | </Objects> | ||
</Oni> | </Oni> | ||
'''''[...]''''' means at least one door. Paste all door data into there (this includes '''<font color="#0A0">< | '''''[...]''''' means at least one door. Paste all door data into there (this includes '''<font color="#0A0"><DOOR Id="..."></font>''' and '''<font color="#0A0"></DOOR></font>''' tag). | ||
'''example''' | '''example''' | ||
< | '''<font color="#0A0"><DOOR Id="7233"></font>''' | ||
<Header> | <Header> | ||
<Flags> | <Flags>Gunk</Flags> | ||
<Position>- | <Position>-652 0 -753</Position> | ||
<Rotation>0 0 0</Rotation> | <Rotation>0 0 0</Rotation> | ||
</Header> | </Header> | ||
<OSD> | <OSD> | ||
<Class> | <Class>wh_door1dbl</Class> | ||
<DoorId> | <DoorId>1</DoorId> | ||
<KeyId>0</KeyId> | <KeyId>0</KeyId> | ||
<Flags> | <Flags>InitialLocked InDoorFrame DoubleDoor</Flags> | ||
<nowiki><Center>- | <nowiki><Center>-652 16.5 -753</Center></nowiki> | ||
<SquaredActivationRadius>900</SquaredActivationRadius> | <SquaredActivationRadius>900</SquaredActivationRadius> | ||
<Texture1></Texture1> | <Texture1></Texture1> | ||
Line 40: | Line 41: | ||
</Events> | </Events> | ||
</OSD> | </OSD> | ||
</ | '''<font color="#0A0"></DOOR></font>''' | ||
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{ | { | ||
dmsg "[r.door test]" | dmsg "[r.door test]" | ||
dmsg " | dmsg "target turret is set active and BSL function is triggered" | ||
dmsg "by any character which comes into specified radius" | dmsg "by any character which comes into specified radius" | ||
} | } | ||
'''flags''' | '''OSD flags''' | ||
None | |||
InitialLocked | |||
InDoorFrame | |||
Manual | |||
DoubleDoor | |||
Mirror | |||
OneWay | |||
Reverse | |||
Jammed | |||
InitialOpen | |||
'''events''' | '''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''" /> |
Revision as of 13:13, 27 August 2011
BINA/OBJC/DOOR: doors
general information
- BINACJBODOOR.oni is level specific. (It can be found in edition/GameDataFolder/levelXX_... )
- All original doors and their locklights can be seen HERE.
XML structure
for onisplit 0.9.59.0
<?xml version="1.0" encoding="utf-8"?> <Oni> <Objects> [...] </Objects> </Oni>
[...] means at least one door. Paste all door data into there (this includes <DOOR Id="..."> and </DOOR> tag).
example
<DOOR Id="7233"> <Header> <Flags>Gunk</Flags> <Position>-652 0 -753</Position> <Rotation>0 0 0</Rotation> </Header> <OSD> <Class>wh_door1dbl</Class> <DoorId>1</DoorId> <KeyId>0</KeyId> <Flags>InitialLocked InDoorFrame DoubleDoor</Flags> <Center>-652 16.5 -753</Center> <SquaredActivationRadius>900</SquaredActivationRadius> <Texture1></Texture1> <Texture2></Texture2> <Events> <ActivateTurret TargetId="1" /> <Script Function="door_test" /> </Events> </OSD> </DOOR>
### in BSL file func door_test { dmsg "[r.door test]" dmsg "target turret is set active and BSL function is triggered" dmsg "by any character which comes into specified radius" }
OSD flags
None InitialLocked InDoorFrame Manual DoubleDoor Mirror OneWay Reverse Jammed InitialOpen
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" />