XML:BINA/OBJC/PATR: Difference between revisions
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| <Points> | | <Points> | ||
| - | | - | ||
| Holds actual | | Holds actual content. A path can have at most 64 points. | ||
|- | |- | ||
| <MoveToFlag FlagId="..." /> | | <MoveToFlag FlagId="..." /> | ||
| Line 145: | Line 145: | ||
|- | |- | ||
| <LookAtPoint X="..." Y="..." Z="..." /> | | <LookAtPoint X="..." Y="..." Z="..." /> | ||
| float x3 | | float x3 | ||
| | | | ||
|- | |- | ||
| Line 182: | Line 182: | ||
|- | |- | ||
| <MoveThroughFlag FlagId="..." Distance="..." /> | | <MoveThroughFlag FlagId="..." Distance="..." /> | ||
| integer, float | | integer, float | ||
| | | | ||
|- | |- | ||
|valign=top| <MoveThroughPoint X="..." Y="..." Z="..." Distance="..." /> | |valign=top| <MoveThroughPoint X="..." Y="..." Z="..." Distance="..." /> | ||
| float x4 | | float x4 | ||
| | | | ||
|- | |- | ||
| Line 202: | Line 202: | ||
|- | |- | ||
| <MoveNearFlag FlagId="..." Distance="..." /> | | <MoveNearFlag FlagId="..." Distance="..." /> | ||
| integer, float | | integer, float | ||
| | | | ||
|- | |- | ||
| <Scan Frames="..." Rotation="..." /> | | <Scan Frames="..." Rotation="..." /> | ||
| integer, float | | integer, float | ||
| | | | ||
|- | |- | ||
| Line 214: | Line 214: | ||
|- | |- | ||
| <MoveToFlagLookAndWait Frames="..." FlagId="..." Rotation="..." /> | | <MoveToFlagLookAndWait Frames="..." FlagId="..." Rotation="..." /> | ||
| integer x2, float | | integer x2, float | ||
| | | | ||
|- | |- | ||
| Line 232: | Line 232: | ||
|- | |- | ||
| <FaceToFlagAndFire FlagId="..." Frames="..." Spread="..." /> | | <FaceToFlagAndFire FlagId="..." Frames="..." Spread="..." /> | ||
| integer x2, float | | integer x2, float | ||
| | | | ||
|} | |} | ||
{{XML}} | {{XML}} | ||
Revision as of 16:58, 10 November 2012
| PATR : Patrol Path collection |
| |
|---|---|---|
| XML
AKEV << Other file types >> CONS TMBD << Other BINA >> ONIE PART << Other OBJC >> PWRU |
general information
- The xml code on this page is based on onisplit v0.9.61.0
- BINACJBOPatrol Path.oni is level specific. (It can be found in edition/GameDataFolder/levelXX_... )
- A path can have at most 64 points.
- if an update is needed extract this file
- Corrupting BSL code in patrolscripts
- I suspect that instantly played BSL code breaks patrol paths.
- example:
- patrolscript0001 contains a sleep command and patrolscript0002 will be played.
- But if you remove the sleep command the patrol path will break.
- (This was tested in level 1 SP1 with A_t48 and his patrol_48.) --paradox-01 (talk) 17:47, 10 November 2012 (CET)
XML code - patrolscript points:
<Points> <ScriptId ScriptId="1" /> <ScriptId ScriptId="2" /> <ScriptId ScriptId="3" /> </Points>
BSL code:
func patrolscript0001
{
dmsg "1"
chr_animate 0 KONOKOpowerup
sleep 1
}
func patrolscript0002
{
dmsg "2"
}
func patrolscript0003
{
dmsg "3"
}
BSL support
- ai2_showpaths = 1
- ai2_dopath ai_name path_name
file structure
<?xml version="1.0" encoding="utf-8"?>
<Oni>
<Objects>
[...]
</Objects>
</Oni>
[...] means at least one patrol block. Paste all a patrol data into there (this includes <PATR Id="..."> and </PATR> tag).
example
<PATR Id="8283">
<Header>
<Flags></Flags>
<Position>-408.598755 60.1162872 -1402.20361</Position>
<Rotation>0 0 0</Rotation>
</Header>
<OSD>
<Name>patrol_32</Name>
<PatrolId>32</PatrolId>
<ReturnToNearest>1</ReturnToNearest>
<Points>
<IgnorePlayer Value="Yes" />
<MovementMode Mode="Run" />
<MoveToFlag FlagId="545" />
<Loop>
<MoveToFlagLookAndWait Frames="120" FlagId="545" Rotation="5" />
<IgnorePlayer Value="No" />
<MoveThroughFlag FlagId="145" Distance="0" />
<MovementMode Mode="ByAlertLevel" />
<MoveToFlagLookAndWait Frames="300" FlagId="144" Rotation="60" />
<MoveThroughFlag FlagId="145" Distance="0" />
<MoveToFlagLookAndWait Frames="300" FlagId="146" Rotation="90" />
</Loop>
</Points>
</OSD>
</PATR>
| XML tag | content type | description |
|---|---|---|
| <PATR Id="..."> | integer | Id doesn't matter |
| <Flags> | flag | whatever this is good for ... |
| <Position> | float x3 | x y z position, useless here |
| <Rotation> | float x3 | x y z rotation, useless here |
| <Name> | string | for BSL command "ai2_dopath" |
| <PatrolId> | integer | used in BINA/OBJC/CHAR |
| <ReturnToNearest> | flag |
|
| <Points> | - | Holds actual content. A path can have at most 64 points. |
| <MoveToFlag FlagId="..." /> | integer | |
| <Stop /> | - | |
| <Pause Frames="..." /> | integer | |
| <LookAtFlag FlagId="..." /> | integer | |
| <LookAtPoint X="..." Y="..." Z="..." /> | float x3 | |
| <MoveAndFaceFlag FlagId="..." /> | integer | |
| <Loop>...</Loop> | Patrol path tags can be enclosed by that loop tag. | |
| <MovementMode Mode="..." /> | flag |
|
| <MoveToPoint X="..." Y="..." Z="..." /> | float x3 ? | |
| <LockFacing Facing="..." /> | flag |
|
| <MoveThroughFlag FlagId="..." Distance="..." /> | integer, float | |
| <MoveThroughPoint X="..." Y="..." Z="..." Distance="..." /> | float x4 | |
| <StopLooking /> | - | |
| <FreeFacing /> | - | |
| <GlanceAtFlagFor FlagId="..." Frames="..." /> | integer x2 | |
| <MoveNearFlag FlagId="..." Distance="..." /> | integer, float | |
| <Scan Frames="..." Rotation="..." /> | integer, float | |
| <StopScanning /> | - | |
| <MoveToFlagLookAndWait Frames="..." FlagId="..." Rotation="..." /> | integer x2, float | |
| <CallScript ScriptId="..." /> | integer | Calls a BSL function by Id. For example if Id is 1 then BSL function is named "patrolscript0001" |
| <ForkScript ScriptId="..." /> | integer | Forks a BSL function by Id. For example if Id is 2 then BSL function is named "patrolscript0002" |
| <IgnorePlayer Value="..." /> | flag |
|
| <FaceToFlagAndFire FlagId="..." Frames="..." Spread="..." /> | integer x2, float |
