XML:BINA/OBJC/DOOR: Difference between revisions
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Paradox-01 (talk | contribs) m (reimports should be done without instance id, it can crash the game) |
m (Edition -> AE) |
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===general information=== | ===general information=== | ||
* The xml code on this page was tested with onisplit version 0.9.61.0 and 0.9.82.0 | * 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 | * '''BINACJBODOOR.oni''' is level specific. (It can be found in AE/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.] | ||
Revision as of 12:45, 18 April 2013
DOOR : Door spawn collection | ||
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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 AE/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 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 |