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 | * '''BINACJBOTurret.oni''' is level specific. (It can be found in GameDataFolder/level''XX''_Final.dat) | ||
* 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 13:28, 18 April 2013
TURR : Turrets spawn collection | ||
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XML
AKEV << Other file types >> CONS TMBD << Other BINA >> ONIE TRIG << Other OBJC >> WEAP |
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 GameDataFolder/levelXX_Final.dat)
- 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
<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)
- <TurretId> (used by laser trigger and BSL commands)
- <Flags>
- InitialActive
- <TargetedTeams>
- Konoko
- TCTF
- Syndicate
- Neutral
- SecurityGuard
- RogueKonoko
- Switzerland
- SyndicateAccessory
- (multiple flags are separated by a space e.g. <TargetedTeams>Konoko TCTF RogueKonoko</TargetedTeams>)