AE:Plugins: Difference between revisions

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{{fmbox
  | text = This method of modding was made obsolete by the [[AE]]'s introduction in 2009 of modular modding; many of the mods below are available from within the AE Installer.
  }}
==Overview==
==Overview==
Plugins are [[dat|instance files]] that do not conform to the "level#_Final" naming convention. The "level ID" field at the beginning of every instance in a .dat file stores a hashed difference between "_Final" and the suffix of the plugin. Instance files can only be used by Oni under the name specified at the time of their creation.
Plugins are [[Game data terminology|level data files]] that do not conform to the "level#_Final" naming convention. The "level ID" field at the beginning of every instance in a .dat file stores a hashed difference between "_Final" and the suffix of the plugin. Instance files can only be used by Oni under the name specified at the time of their creation.




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Oni loads instance files in a certain order. On NTFS partitions of Windows and on Mac OS X that order will be ASCII-based (case-sensitive, "B" before "a", etc). On Windows 98 and such the order is more random and depends on dates of creation. As for what happens to the ''instances'' in the files being loaded, there is no such thing as "overriding" - more like the first instance registered with a certain name being the only one accessible by that name. Instances without raw parts typically follow the intuitive rule "plugin loaded first - instance registered first". For things like [[OBJC]], the order is reversed, i.e., in order to "override" a level's OBJC you have make sure that the overriding plugin's name comes ''after'' level2_Final or whatever you're "overriding" (so, e.g., level2_OBJC). Finally, some instance types are stored dynamically in an array, so: 1) if you have, e.g., several instance files containing [[ONCC]]s, they will all end up in the "shapeshifter" array (first the ones from the first loaded instance file, ordered by name, then the ones from the second instance file, also ordered by name, etc); 2) If two of those instance file have an ONCC with the same name, both of them be loaded, at their respective places in the array: both will be accessible with F8 and by ID, but only the one loaded first will be accessible by name.
Oni loads instance files in a certain order. On NTFS partitions of Windows and in macOS that order will be ASCII-based (case-sensitive, "B" before "a", etc). On Windows 98 and such the order is more random and depends on dates of creation. As for what happens to the ''instances'' in the files being loaded, there is no such thing as "overriding" - more like the first instance registered with a certain name being the only one accessible by that name. Instances without raw parts typically follow the intuitive rule "plugin loaded first - instance registered first". For things like [[OBJC]], the order is reversed, i.e., in order to "override" a level's OBJC you have make sure that the overriding plugin's name comes ''after'' level2_Final or whatever you're "overriding" (so, e.g., level2_OBJC). Finally, some instance types are stored dynamically in an array, so: 1) if you have, e.g., several instance files containing [[ONCC]]s, they will all end up in the "shapeshifter" array (first the ones from the first loaded instance file, ordered by name, then the ones from the second instance file, also ordered by name, etc); 2) If two of those instance file have an ONCC with the same name, both of them be loaded, at their respective places in the array: both will be accessible with F8 and by ID, but only the one loaded first will be accessible by name.




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:http://geyser.oni2.net/edition/plugins/level0_Camera.zip
:http://geyser.oni2.net/edition/plugins/level0_Camera.zip
;Description
;Description
:Includes a plugin for PC retail only ([[make_corpse]] doesn't work for OMNI or PC demo; and if you have a Mac beta, plugin-loading hasn't been fixed for you anyway). Provides a character class for [[AE:Authoring custom camera animations|authoring custom camera animations]], complete with a set of animations and an aiming screen. Supposed to be used in conjunction with the manual camera and '''make_corpse''': position camera, make corpse, copy pelvis matrix from corpse to OBAN.
:Includes a plugin for PC retail only ([[make_corpse]] doesn't work for OMNI or PC demo; and if you have a Mac beta, plugin-loading hasn't been fixed for you anyway). Provides a character class for [[authoring custom camera animations]], complete with a set of animations and an aiming screen. Supposed to be used in conjunction with the manual camera and '''make_corpse''': position camera, make corpse, copy pelvis matrix from corpse to OBAN.
;Limitations
;Limitations
:None. Works with or without edition/globalization. Without make_corpse it is of little use though, except as an experimental hovering turret... just export/import if you're interested in toying with that.
:None. Works with or without edition/globalization. Without make_corpse it is of little use though, except as an experimental hovering turret... just export/import if you're interested in toying with that.
[[Category:Articles that need updating]]
 
[[Category:Obsolete AE mods]]