XML:BINA/OBJC/WEAP: Difference between revisions

From OniGalore
< XML:BINA‎ | OBJC
m (Iritscen moved page OBD talk:BINA/OBJC/WEAP to XML:BINA/OBJC/WEAP without leaving a redirect)
m (+ temp + cat)
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{{Template:XMLModdingHints}}
{{XML_OBJC_Header | type=CHAR | prev=TURR | next=CHAR | name=Weapon spawn collection }}
{| border=0 cellspacing=20 cellpadding=0 align=center
 
| The xml code on this page is based on onisplit '''v0.9.61.0'''
|}


'''general information'''
===general information===
* The xml code on this page is based on onisplit '''v0.9.61.0'''
* '''BINACJBOWeapon.oni''' is level specific. (It can be found in edition/GameDataFolder/level''XX''_... )
* '''BINACJBOWeapon.oni''' is level specific. (It can be found in edition/GameDataFolder/level''XX''_... )
* There are two ways to spawn weapons.
* There are two ways to spawn weapons.
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  weapon_spawn w3_phr 5
  weapon_spawn w3_phr 5
: B) by using this weapon collection file
: B) by using this weapon collection file
* Extract [http://paradox.oni2.net/OniGalore/BINACJBOWeapon.oni this file] if an update on xml tags is needed.




'''XML structure'''
===XML structure===
  <?xml version="1.0" encoding="utf-8"?>
  <?xml version="1.0" encoding="utf-8"?>
  <Oni>
  <Oni>
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'''example'''
'''example'''
{| border=0 cellspacing=20 cellpadding=0 align=right
{| border=0 cellspacing=20 cellpadding=0 style="float:right"
|
|
[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/weapon.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/weapon_preview.png]
[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/weapon.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/weapon_preview.png]
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'''tags'''
===tags===
* <Flags> : (unknown)
* <Flags> : (unknown)
* <Position> : (weapon is spawned at this xyz-position)
* <Position> : (weapon is spawned at this xyz-position (world units as float values))
* <Rotation> : (weapon has xyz-rotation (in degrees); only x is useful)
* <Rotation> : (weapon has xyz-rotation (degrees as float values); only x is useful)
* <Class>
* <Class>
:: w1_tap
:: w1_tap (TCTF pistol)
:: w2_sap
:: w2_sap (Syndicate uzi)
:: w3_phr
:: w3_phr (plasma rifle)
:: w4_psm
:: w4_psm (phase stream projector)
:: w5_sbg
:: w5_sbg (super ball gun)
:: w6_vdg
:: w6_vdg (shocker)
:: w7_scc
:: w7_scc (scram cannon (mini-rockets))
:: w8_mbo
:: w8_mbo (mercury bow)
:: w9_scr
:: w9_scr (screamer gun)
:: w10_sni (for AE)
:: w10_sni (Mukade's firework)  
:: w11_ba1  
:: w11_ba1 (Barabas' gun)  
:: w12_ba2 (for AE)
:: w12_ba2 (-)
:: w13_muro (for AE)
:: w14_sbg2 (for AE)
:: (any [[AE:New_weapons|other installed AE or custom weapon]] without file pre- and suffix; e.g. ONWCw24_psr.oni is just called by w24_psr)
:: (any [[AE:New_weapons|other installed AE or custom weapon]] without file pre- and suffix; e.g. ONWCw24_psr.oni is just called by w24_psr)
:: (ONWC files are stored in level0)
:: (ONWC files are stored in level0)




Extract [http://paradox.oni2.net/OniGalore/BINACJBOWeapon.oni this file] if an update on xml tags is needed.
{{XML}}

Revision as of 11:46, 9 November 2012

CHAR : Weapon spawn collection
XML modding tips
See HERE to start learning about XML modding.
See HERE if you are searching for information on how to handle object coordinates.
See HERE for some typical modding errors and their causes.
XML.png
XML

AKEV << Other file types >> CONS

TMBD << Other BINA >> ONIE

TURR << Other OBJC >> CHAR

switch to OBD page


general information

  • The xml code on this page is based on onisplit v0.9.61.0
  • BINACJBOWeapon.oni is level specific. (It can be found in edition/GameDataFolder/levelXX_... )
  • There are two ways to spawn weapons.
A) by using original or custom teleport flags which needs a BSL command, e.g.:
weapon_spawn w3_phr 5
B) by using this weapon collection file
  • Extract this file if an update on xml tags is needed.


XML structure

<?xml version="1.0" encoding="utf-8"?>
<Oni>
   <Objects>
       [...]
   </Objects>
</Oni>

[...] means at least one weapon. Paste all weapon data into there (this includes <WEAP Id="..."> and </WEAP> tag).

example

weapon_preview.png

       <WEAP Id="8240">
           <Header>
               <Flags></Flags>
               <Position>-1519 45 1521</Position>
               <Rotation>180 0 0</Rotation>
           </Header>
           <OSD>
               <Class>w14_sbg2</Class>
           </OSD>
       </WEAP>


tags

  • <Flags> : (unknown)
  • <Position> : (weapon is spawned at this xyz-position (world units as float values))
  • <Rotation> : (weapon has xyz-rotation (degrees as float values); only x is useful)
  • <Class>
w1_tap (TCTF pistol)
w2_sap (Syndicate uzi)
w3_phr (plasma rifle)
w4_psm (phase stream projector)
w5_sbg (super ball gun)
w6_vdg (shocker)
w7_scc (scram cannon (mini-rockets))
w8_mbo (mercury bow)
w9_scr (screamer gun)
w10_sni (Mukade's firework)
w11_ba1 (Barabas' gun)
w12_ba2 (-)
(any other installed AE or custom weapon without file pre- and suffix; e.g. ONWCw24_psr.oni is just called by w24_psr)
(ONWC files are stored in level0)