XML:BINA/OBJC/DOOR: Difference between revisions
Script 10k (talk | contribs) (maybe texture1 for door not optional?) |
Script 10k (talk | contribs) m (Use capitalized file name for console's TXMP names) |
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|valign="top"| <Texture1> | |valign="top"| <Texture1> | ||
|valign="top"| char[63] | |valign="top"| char[63] | ||
| <font color="#777777">TXMP</font>file<font color="#777777">.oni</font> <font color="#777777">(don't use file prefix/suffix)</font> Used to replaces the doors default texture coming with the M3GM. -- Optional tag for level import. | | <font color="#777777">TXMP</font>file<font color="#777777">.oni</font> <font color="#777777">(don't use file prefix/suffix)</font> Used to replaces the doors default texture coming with the M3GM. -- Optional tag for level import. | ||
'''Use capitalized file name for this TXMP.''' | |||
|- | |- | ||
| <Texture2> | | <Texture2> | ||
| char[63] | | char[63] | ||
| <font color="#777777">TXMP</font>file<font color="#777777">.oni</font> <font color="#777777">(don't use file prefix/suffix)</font> Can be used with double doors. -- Optional tag for level import. | | <font color="#777777">TXMP</font>file<font color="#777777">.oni</font> <font color="#777777">(don't use file prefix/suffix)</font> Can be used with double doors. -- Optional tag for level import. | ||
'''Use capitalized file name for this TXMP.''' | |||
|- | |- | ||
| <Events> | | <Events> | ||
Revision as of 18:32, 26 February 2017
| DOOR : Door spawn list |
| |
|---|---|---|
| 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/AEInstaller/vanilla/levelX_Final.dat)
- 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.
Use capitalized file name for this TXMP. |
| <Texture2> | char[63] | TXMPfile.oni (don't use file prefix/suffix) Can be used with double doors. -- Optional tag for level import.
Use capitalized file name for this TXMP. |
| <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 |
