XML:BINA/OBJC/TRIG: Difference between revisions

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m (good n8)
m (OBJC means "Objects", not "Object Collection")
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{{XML_OBJC_Header | type=TRIG | prev=TRGV | next=TURR | name=Trigger spawn collection }}
{{XML_OBJC_Header | type=TRIG | prev=TRGV | next=TURR | name=Trigger spawn list }}


===general information===
===general information===

Revision as of 15:18, 19 July 2014

TRIG : Trigger spawn list
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

TRGV << Other OBJC >> TURR

switch to OBD page

general information

  • The xml code on this page was tested with onisplit v0.9.94.0
  • BINACJBOTrigger.oni is level specific. (It can be found in AE/AEInstaller/vanilla/levelX_Final.dat)
  • Extract this file if an update on xml tags is needed.


BSL support

command description example
marketing_line_off turns the laser line off marketing_line_off = 1
trig_activate trigger_id:int activates a trigger trig_activate 2
trig_deactivate trigger_id:int deactivates a trigger trig_deactivate 2
trig_hide trigger_id:int hides a trigger, disables also laser trig_hide 91
trig_show trigger_id:int shows a trigger trig_show 91
trig_speed trigger_id:int volume:float sets a triggers speed trig_speed 514 .15
trig_reset trigger_id:int resets a trigger to non-triggered state trig_reset 91


file structure

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

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

example

trigger_preview.jpg

       <TRIG Id="8136">
           <Header>
               <Flags></Flags>
               <Position>-445 68 -1362</Position>
               <Rotation>270 8.65141646E-06 180.000015</Rotation>
           </Header>
           <OSD>
               <Class>trigger_long</Class>
               <TriggerId>1</TriggerId>
               <Flags>44</Flags>
               <LaserColor>0 0 255</LaserColor>
               <StartPosition>0</StartPosition>
               <Speed>0</Speed>
               <EmitterCount>3</EmitterCount>
               <Offset_0075>0</Offset_0075>
               <Offset_0077>0</Offset_0077>
               <Events>
                   <Script Function="calling_this_BSL_function" />
                   <ActivateTurret TargetId="1" />
                   <DeactivateTurret TargetId="2" />
                   <ActivateConsole TargetId="3" />
                   <DeactivateConsole TargetId="4" />
                   <ActivateAlarm TargetId="5" />
                   <DeactivateAlaram TargetId="6" />
                   <ActivateTrigger TargetId="7" />
                   <DeactivateTrigger TargetId="8" />
                   <LockDoor TargetId="9" />
                   <UnlockDoor TargetId="10" />
               </Events>
           </OSD>
       </TRIG>

tags

tag type description
<?xml version="1.0" encoding="utf-8"?> float, flag Don't change this.
<Oni> -
<TRIG Id="..."> integer You can also use <TRIG> without the id parameter.
<Header> -
<Flags> flag Used in the past.
<Position> float x3 trigger is spawned at this xyz-position
float x3 <Rotation> trigger has this xyz-rotation (in degrees)
<OSD> -
<Class> char[63] TRIGfile.oni

This is a link to TRIG (trigger class), which holds the M3GM of the rail and links to TREG (laser emitter class) and OBAN (animation of the emitters)).

original classes:

trigger_arc
trigger_circle
trigger_evilbrain
trigger_long
trigger_long4x
trigger_long4xzag
trigger_rectangle
trigger_sb3A
trigger_sb3B
trigger_short
<TriggerId> int16 Used by BSL commands. Is it possible to use the same id for different triggers?
<Flags> flags
InitialActive
ReverseAnim
PingPong
<LaserColor> color R G B range, e.g. <LaserColor>255 0 77</LaserColor>
<StartPosition> float start position of the trigger in the rail; range from 0 (bottom) to 1 (top) in connection to the spawn point of the trigger (spawn point = bottom)
<Speed> float This is one for two multiplier. The second multiplier can be accessed via BSL command trig_speed id speed.

total_speed = OBAN_speed * multiplier_in_file * multiplier_BSL

So if one of the multiplier is set to 0, the trigger will stop moving.

<EmitterCount> int16 Number of emitter to spawn on the rail?
<TimeOn> int16 laser is emitting its beam for X frames
<TimeOff> int16 laser is not emitting its beam for X frames
<Events> - in16 array. You can use multiple events.
<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


laser movements

The hardest part in setting up triggers was pointing them in the correct direction. After much testing here are the Rotation numbers for each direction. - EdT

Triggerface0.jpg


Laser Direction 0
<Rotation>0 90 0</Rotation> Moves left of position
<Rotation>180 90 0</Rotation> Moves right of position
<Rotation>270 90 0</Rotation>Moves above position
<Rotation>90 90 0</Rotation> Moves below position


Laser Direction 90
<Rotation>0 180 0</Rotation> Moves left of position
<Rotation>180 180 0</Rotation> Moves right of position
<Rotation>270 180 0</Rotation>Moves above position
<Rotation>90 180 0</Rotation> Moves below position


Laser Direction 180
<Rotation>0 270 0</Rotation> Moves left of position
<Rotation>180 270 0</Rotation> Moves right of position
<Rotation>270 270 0</Rotation>Moves above position
<Rotation>90 270 0</Rotation> Moves below position


Laser Direction 270
<Rotation>0 0 0</Rotation> Moves left of position
<Rotation>180 0 0</Rotation> Moves right of position
<Rotation>270 0 0</Rotation>Moves above position
<Rotation>90 0 0</Rotation> Moves below position