XML:BINA/OBJC/DOOR: Difference between revisions
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= | {{XML_OBJC_Header | type=DOOR | prev=CMBT | next=FLAG | name=Door spawn collection }} | ||
__TOC__ | |||
''' | |||
===general information=== | |||
* The xml code on this page is based on onisplit '''v0.9.61.0''' | |||
* '''BINACJBODOOR.oni''' is level specific. (It can be found in edition/GameDataFolder/level''XX''_... ) | * '''BINACJBODOOR.oni''' is level specific. (It can be found in edition/GameDataFolder/level''XX''_... ) | ||
* All original doors and their locklights can be seen [http://ssg.oni2.net/subfold/doors/doors.htm HERE.] | * All original doors and their locklights can be seen [http://ssg.oni2.net/subfold/doors/doors.htm HERE.] | ||
===file structure=== | |||
<?xml version="1.0" encoding="utf-8"?> | <?xml version="1.0" encoding="utf-8"?> | ||
<Oni> | <Oni> | ||
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'''<font color="#0A0"></DOOR></font>''' | '''<font color="#0A0"></DOOR></font>''' | ||
===script function example=== | |||
### in BSL file | ### in BSL file | ||
func door_test | func door_test | ||
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} | } | ||
===tags=== | |||
: <Class> name of DOOR file | : <Class> name of [[XML:DOOR|DOOR]] class file | ||
: <Texture1> can be used to replace the texture of DOOR's embedded M3GM | : <Texture1> can be used to replace the texture of DOOR's embedded M3GM | ||
===OSD flags=== | |||
None | None | ||
InitialLocked | InitialLocked | ||
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InitialOpen | InitialOpen | ||
===events=== | |||
<Script Function="''calling_this_BSL_function''" /> | <Script Function="''calling_this_BSL_function''" /> | ||
<ActivateTurret TargetId="''Id''" /> | <ActivateTurret TargetId="''Id''" /> | ||
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<LockDoor TargetId="''Id''" /> | <LockDoor TargetId="''Id''" /> | ||
<UnlockDoor TargetId="''Id''" /> | <UnlockDoor TargetId="''Id''" /> | ||
{{XML}} | |||
Revision as of 14:08, 9 November 2012
| DOOR : Door spawn collection |
| |
|---|---|---|
| XML
AKEV << Other file types >> CONS TMBD << Other BINA >> ONIE CMBT << Other OBJC >> FLAG |
general information
- The xml code on this page is based on onisplit v0.9.61.0
- BINACJBODOOR.oni is level specific. (It can be found in edition/GameDataFolder/levelXX_... )
- All original doors and their locklights can be seen HERE.
file structure
<?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>
script function example
### 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"
}
tags
- <Class> name of DOOR class file
- <Texture1> can be used to replace the texture of DOOR's embedded M3GM
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" />
