XML:BINA/OBJC/DOOR: Difference between revisions
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===general information=== | ===general information=== | ||
* The xml code on this page | * The xml code on this page was tested with onisplit version 0.9.61.0 and 0.9.82.0 | ||
* '''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.] | ||
Line 39: | Line 39: | ||
<Events> | <Events> | ||
<ActivateTurret TargetId="1" /> | <ActivateTurret TargetId="1" /> | ||
</Events> | </Events> | ||
</OSD> | </OSD> | ||
'''<font color="#0A0"></DOOR></font>''' | '''<font color="#0A0"></DOOR></font>''' | ||
===tags=== | ===tags=== | ||
{| class="wikitable" width=100% | |||
!width=280px| tag | |||
!width=60px| type | |||
=== | ! description | ||
|- | |||
| <?xml version="1.0" encoding="utf-8"?> | |||
| float, flag | |||
| Don't change this. | |||
|- | |||
| <Oni> | |||
| - | |||
| | |||
|- | |||
| <Objects> | |||
| - | |||
| | |||
|- | |||
| <DOOR Id="..."> | |||
| int32 | |||
| Use any number. No need to be unique. -- For level import you can also use <Door>. | |||
|- | |||
| <Header> | |||
| - | |||
| | |||
|- | |||
| <Flags> | |||
| flag | |||
| Object flags. Used in the past, ignore them. -- Optional tag for level import. | |||
|- | |||
| <Position> | |||
| float x3 | |||
| X Y Z position. For original doors use Y=0 if ground plane is 0. -- Optional tag for level import but should be used in any case. | |||
|- | |||
| <Rotation> | |||
| float x3 | |||
| X Y Z rotation. chr_debug_characters = 1 shows the player's facing which can be used for door's Y value. X and Z should be 0. -- Optional tag for level import. | |||
|- | |||
| <OSD> | |||
| - | |||
| | |||
|- | |||
|valign="top"| <Class> | |||
|valign="top"| char[63] | |||
| <font color="#777777">DOOR</font>file<font color="#777777">.oni</font> <font color="#777777">(don't use file prefix/suffix)</font> For level import use absolute or relative file path, e.g. ''doors/TCdouble.oni'' | |||
|- | |||
| <DoorId> | |||
| int16 | |||
| Can be used with [http://ssg.oni2.net/commands.htm#door BSL commands]. -- Optional tag for level import but should be used in any case. | |||
|- | |||
| <KeyId> | |||
| int16 | |||
| Ignore it. -- Optional tag for level import. | |||
|- | |||
|valign="top"| <Flags> | |||
|valign="top"| flag | |||
| Optional tag for level import. | |||
: None | |||
: InitialLocked | |||
:: door is initially locked (at level load or after calling reset_mechanics) | |||
: InDoorFrame | |||
:: ? (no visible effect) | |||
: Manual | |||
:: require player to press '''action''' to open door | |||
: DoubleDoor | |||
:: a door with two parts | |||
: Mirror | |||
:: mirrors door along its Z axis | |||
: OneWay | |||
:: one side locked, other side unlocked | |||
: Reverse | |||
:: one side unlocked, other side locked | |||
: Jammed | |||
:: freeze door (can't open/close) | |||
: InitialOpen | |||
|- | |||
|valign="top"| <nowiki><Center></nowiki> | |||
|valign="top"| float x3 | |||
| X Y Z. <nowiki><Center></nowiki> Y is usually 15 units above door's <Position> Y. -- Optional tag for level import but should be used in any case. | |||
|- | |||
|valign="top"| <SquaredActivationRadius> | |||
|valign="top"| float | |||
| Optional tag for level import; default value is 900. | |||
|- | |||
|valign="top"| <Texture1> | |||
|valign="top"| char[63] | |||
| <font color="#777777">TXMP</font>file<font color="#777777">.oni</font> <font color="#777777">(don't use file prefix/suffix)</font> Used to replaces the doors default texture coming with the M3GM. -- Optional tag for level import. | |||
|- | |||
| <Texture2> | |||
| char[63] | |||
| <font color="#777777">TXMP</font>file<font color="#777777">.oni</font> <font color="#777777">(don't use file prefix/suffix)</font> Can be used with double doors. -- Optional tag for level import. | |||
|- | |||
| <Events> | |||
| int16 | |||
| You can use multiple events. -- Optional tag for level import. | |||
|- | |||
|valign="top"| <Script Function="call_this_BSL_function" /> | |||
|valign="top"| char[32] | |||
| Name of BSL function. For example if you use "call_this_BSL_function" here then write in BSL file: | |||
''func call_this_BSL_function | |||
{ | |||
dmsg "hi" | |||
}'' | |||
|- | |||
| <ActivateTurret TargetId="''Id''" /> | |||
| int16 | |||
| | |||
|- | |||
| <DeactivateTurret TargetId="''Id''" /> | |||
| int16 | |||
| | |||
|- | |||
| <ActivateConsole TargetId="''Id''" /> | |||
| int16 | |||
| | |||
|- | |||
| <DeactivateConsole TargetId="''Id''" /> | |||
| int16 | |||
| | |||
|- | |||
| <ActivateAlarm TargetId="''Id''" /> | |||
| int16 | |||
| | |||
|- | |||
| <DeactivateAlaram TargetId="''Id''" /> | |||
| int16 | |||
| | |||
|- | |||
| <ActivateTrigger TargetId="''Id''" /> | |||
| int16 | |||
| | |||
|- | |||
| <DeactivateTrigger TargetId="''Id''" /> | |||
| int16 | |||
| | |||
|- | |||
| <LockDoor TargetId="''Id''" /> | |||
| int16 | |||
| | |||
|- | |||
| <UnlockDoor TargetId="''Id''" /> | |||
| int16 | |||
| | |||
|} | |||
{{XML}} | {{XML}} |
Revision as of 15:51, 12 March 2013
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 was tested with onisplit version 0.9.61.0 and 0.9.82.0
- 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" /> </Events> </OSD> </DOOR>
tags
tag | type | description |
---|---|---|
<?xml version="1.0" encoding="utf-8"?> | float, flag | Don't change this. |
<Oni> | - | |
<Objects> | - | |
<DOOR Id="..."> | int32 | Use any number. No need to be unique. -- For level import you can also use <Door>. |
<Header> | - | |
<Flags> | flag | Object flags. Used in the past, ignore them. -- Optional tag for level import. |
<Position> | float x3 | X Y Z position. For original doors use Y=0 if ground plane is 0. -- Optional tag for level import but should be used in any case. |
<Rotation> | float x3 | X Y Z rotation. chr_debug_characters = 1 shows the player's facing which can be used for door's Y value. X and Z should be 0. -- Optional tag for level import. |
<OSD> | - | |
<Class> | char[63] | DOORfile.oni (don't use file prefix/suffix) For level import use absolute or relative file path, e.g. doors/TCdouble.oni |
<DoorId> | int16 | Can be used with BSL commands. -- Optional tag for level import but should be used in any case. |
<KeyId> | int16 | Ignore it. -- Optional tag for level import. |
<Flags> | flag | Optional tag for level import.
|
<Center> | float x3 | X Y Z. <Center> Y is usually 15 units above door's <Position> Y. -- Optional tag for level import but should be used in any case. |
<SquaredActivationRadius> | float | Optional tag for level import; default value is 900. |
<Texture1> | char[63] | TXMPfile.oni (don't use file prefix/suffix) Used to replaces the doors default texture coming with the M3GM. -- Optional tag for level import. |
<Texture2> | char[63] | TXMPfile.oni (don't use file prefix/suffix) Can be used with double doors. -- Optional tag for level import. |
<Events> | int16 | You can use multiple events. -- Optional tag for level import. |
<Script Function="call_this_BSL_function" /> | char[32] | Name of BSL function. For example if you use "call_this_BSL_function" here then write in BSL file:
func call_this_BSL_function { dmsg "hi" } |
<ActivateTurret TargetId="Id" /> | int16 | |
<DeactivateTurret TargetId="Id" /> | int16 | |
<ActivateConsole TargetId="Id" /> | int16 | |
<DeactivateConsole TargetId="Id" /> | int16 | |
<ActivateAlarm TargetId="Id" /> | int16 | |
<DeactivateAlaram TargetId="Id" /> | int16 | |
<ActivateTrigger TargetId="Id" /> | int16 | |
<DeactivateTrigger TargetId="Id" /> | int16 | |
<LockDoor TargetId="Id" /> | int16 | |
<UnlockDoor TargetId="Id" /> | int16 |