XML:BINA/OBJC/WEAP: Difference between revisions

From OniGalore
< XML:BINA‎ | OBJC
m (OBJC means "Objects", not "Object Collection")
m (ignore this)
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'''example'''
'''example'''
{| border=0 cellspacing=20 cellpadding=0 style="float:right"
[[Image:XML_WEAP_modded.jpg|400px|right|thumb]]
|
[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/weapon.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/weapon_preview.png]
|}


         '''<font color="#0A0"><WEAP Id="8240"></font>'''
         '''<font color="#0A0"><WEAP Id="8240"></font>'''
Line 62: Line 59:


===Mod Tool addon===
===Mod Tool addon===
[[Image:xsi_addon_weapon_manager.jpg|thumb|200px|right|weapon manager]]
[[Image:xsi_addon_weapon_manager.jpg|thumb|400px|right|weapon manager]]


With [[Mod_Tool#OniTools_addon|OniTools.xsiaddon]] version 3 you can drag'n'drop BINACJBOWeapon'''.oni''' into the viewport.
With [[Mod_Tool#OniTools_addon|OniTools.xsiaddon]] version 3 you can drag'n'drop BINACJBOWeapon'''.oni''' into the viewport.

Revision as of 09:22, 28 December 2017

CHAR : Weapon 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

TURR << Other OBJC >> CHAR

switch to OBD page


general information

  • The xml code on this page is based on onisplit v0.9.61.0
  • BINACJBOWeapon.oni is level specific. (It can be found in AE/AEInstaller/vanilla/levelX_Final.dat)
  • There are two ways to spawn weapons.
A) by using original or custom teleport flags which needs a BSL command, e.g.:
weapon_spawn w3_phr 5
B) by using this weapon list file
  • Extract this file if an update on xml tags is needed.


XML structure

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

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

example

XML WEAP modded.jpg
       <WEAP Id="8240">
           <Header>
               <Flags></Flags>
               <Position>-1519 45 1521</Position>
               <Rotation>180 0 0</Rotation>
           </Header>
           <OSD>
               <Class>w14_sbg2</Class>
           </OSD>
       </WEAP>


tags

  • <Flags> : (unknown)
  • <Position> : (weapon is spawned at this xyz-position (world units as float values))
  • <Rotation> : (weapon has xyz-rotation (degrees as float values); only x is useful)
  • <Class>
w1_tap (TCTF pistol)
w2_sap (Syndicate uzi)
w3_phr (plasma rifle)
w4_psm (phase stream projector)
w5_sbg (super ball gun)
w6_vdg (shocker)
w7_scc (scram cannon (mini-rockets))
w8_mbo (mercury bow)
w9_scr (screamer gun)
w10_sni (Mukade's firework)
w11_ba1 (Barabas' gun)
w12_ba2 (-)
(any other installed AE or custom weapon without file pre- and suffix; e.g. ONWCw24_psr.oni is just called by w24_psr)
(ONWC files are stored in level0)


Mod Tool addon

weapon manager

With OniTools.xsiaddon version 3 you can drag'n'drop BINACJBOWeapon.oni into the viewport.

Add or remove weapons, edit position and rotation as if they were real objects.

When ready, export the data as BINACJBOWeapon.xml to a folder of your choice.