User talk:Script 10k: Difference between revisions
Script 10k (talk | contribs) (addflag? deleteflag?) |
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==BINACJBOCharacter.xml Flags== | ==BINACJBOCharacter.xml Flags== | ||
'''None''' = | '''None''' = Nothing | ||
'''IsPlayer''' = What the name says | '''IsPlayer''' = What the name says | ||
Line 22: | Line 22: | ||
'''InfiniteAmmo''' = What the name says | '''InfiniteAmmo''' = What the name says | ||
'''Omniscient''' = | '''Omniscient''' = AI knows where every enemies is | ||
'''HasLSI''' = ??? | '''HasLSI''' = ??? (probably gives LSI to char) | ||
'''Boss''' = It seems that makes other characters try to ignore the Boss flagged character and make the Boss flagged character focus on the player rather the other characters. Needs ''ai2_boss_battle=1'' to have effect. | '''Boss''' = It seems that makes other characters try to ignore the Boss flagged character and make the Boss flagged character focus on the player rather the other characters. Needs ''ai2_boss_battle=1'' to have effect. |
Revision as of 15:32, 15 December 2016
My notes
There's some bsl number of instructions per file limitation, needs some investigation.
BINACJBOCharacter.xml Flags
None = Nothing
IsPlayer = What the name says
RandomCostume = What the name says
NotInitiallyPresent = Only spawned by scripting (not by engine)
NonCombatant = AI can't attack (not sure about weapons)
CanSpawnMultiple = Not necessary ai2_spawn force to spawn the character again
Unkillable = What the name says
InfiniteAmmo = What the name says
Omniscient = AI knows where every enemies is
HasLSI = ??? (probably gives LSI to char)
Boss = It seems that makes other characters try to ignore the Boss flagged character and make the Boss flagged character focus on the player rather the other characters. Needs ai2_boss_battle=1 to have effect. UpgradeDifficulty = Allows upgrade a character if the difficulty level is higher than the normal. For example blue striker at normal level to red striker at hard level.
NoAutoDrop = no auto-drop (doesn't drop "used" shield, "used" invisibility and LSI when killed)
BINACJBOTriggerVolume.xml Flags
None = No effect?
OneTimeEnter = Only works one time (Enter)
OneTimeInside = Only works one time (Inside)
OneTimeExit = Only works one time (Exit)
EnterDisabled = ???
InsideDisabled = ???
ExitDisabled = ???
Disabled = Only activated via scripting (can be useful to be active only for specific savepoints for example)
PlayerOnly = What the name says
addflag and deleteflag
Try to figure out what are these. In the wiki they are only mentioned here: http://wiki.oni2.net/History_of_Oni_modding/The_tale_of_Dev_Mode
'addflag' to ONI_KEY_INS ;NumPad Insert. 'deleteflag' to ONI_KEY_DEL ;NumPad Delete.
People in 2001 where also wondering. http://carnage.bungie.org/oniresforum/onires.archive.pl?read=107
Talk
Please feel free to contacting me at this page (bellow).
Here are the latest files: http://edt.oni2.net/temp/China_8_4.zip EdT
If you scroll down you might find a few answers:
- XML:BINA/OBJC/CHAR
- XML:BINA/OBJC/TRGV
- --paradox-01 14:31, 15 September 2012 (CEST)
Thanks I didn't know about them (didn't checked discussion). Are you sure about Omniscient? It seems that I have some Omniscient characters but that can be knocked down. --Script 10k 16:47, 15 September 2012 (CEST)
- Okay, it's not knowdown resistance. Will add Omniscient to the player, let's see what happen. --paradox-01 18:02, 15 September 2012 (CEST)
- And it also doesn't unlock player's moves. *shrugs* --paradox-01 18:12, 15 September 2012 (CEST)