XML:BINA/OBJC/TURR: Difference between revisions

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* The xml code on this page is compatible with onisplit '''v0.9.61.0'''
* The xml code on this page is compatible with onisplit '''v0.9.61.0'''
* The turret pod is part of the level geometry. (For some reason the <BaseGeometry> of [[XML:TURR|TURR]] isn't used.)
* The turret pod is part of the level geometry. (For some reason the <BaseGeometry> of [[XML:TURR|TURR]] isn't used.)
* '''BINACJBOTurret.oni''' is level specific. (It can be found in edition/GameDataFolder/level''XX''_... )
* '''BINACJBOTurret.oni''' is level specific. (It can be found in AE/GameDataFolder/level''XX''_... )
* Extract [http://paradox.oni2.net/OniGalore/BINACJBOTurret.oni this file] if an update on xml tags is needed.
* Extract [http://paradox.oni2.net/OniGalore/BINACJBOTurret.oni this file] if an update on xml tags is needed.



Revision as of 12:57, 18 April 2013

TURR : Turrets 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

TRIG << Other OBJC >> WEAP

switch to OBD page

general information

  • The xml code on this page is compatible with onisplit v0.9.61.0
  • The turret pod is part of the level geometry. (For some reason the <BaseGeometry> of TURR isn't used.)
  • BINACJBOTurret.oni is level specific. (It can be found in AE/GameDataFolder/levelXX_... )
  • Extract this file if an update on xml tags is needed.


BSL support

turret_activate turret_id:int
turret_deactivate turret_id:int
turret_reset turret_id:int (resets a turret to initial state)


file structure

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

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

example

turrets_preview.png

       <TURR Id="8148">
           <Header>
               <Flags></Flags>
               <Position>-670 45 -755</Position>
               <Rotation>0 0 0</Rotation>
           </Header>
           <OSD>
               <Class>psm_turret_floor</Class>
               <TurretId>1</TurretId>
               <Flags></Flags>
               <TargetedTeams>Konoko</TargetedTeams>
           </OSD>
       </TURR>
       <TURR Id="8149">
           <Header>
               <Flags></Flags>
               <Position>-680.6955 45 -753.459656</Position>
               <Rotation>0 0 0</Rotation>
           </Header>
           <OSD>
               <Class>sbg_turret_floor</Class>
               <TurretId>1</TurretId>
               <Flags>InitialActive</Flags>
               <TargetedTeams>Konoko</TargetedTeams>
           </OSD>
       </TURR>


XML tags and options

  • <Flags>
Locked
Gunk
  • <Position> (turret is spawned at this position; turret pod must be added in level architecture or as spawnable object)
  • <Class>
mbo_turret_ciel
mbo_turret_floor
mbo_turret_wall (mbo stands for Mercury Bow)
phr_turret_... (... stands for ciel / floor / wall) (phr stands for Plasma Rifle)
psm_turret_... (psm stands for Phase Stream Projector)
sap_turret_... (sap stands for Hughes Black Adder (Uzi))
sbg_turret_... (sbg stands for Super Ball Gun)
scc_turret_... (scc stands for Scram Cannon)
scr_turret_... (scr stands for Screamer Cannon)
vdg_turret_... (vdg stands for Van de Graaff Pistol)
(TURRname.oni from level0_Final)
InitialActive
  • <TargetedTeams>
Konoko
TCTF
Syndicate
Neutral
SecurityGuard
RogueKonoko
Switzerland
SyndicateAccessory
(multiple flags are separated by a space e.g. <TargetedTeams>Konoko TCTF RogueKonoko</TargetedTeams>)