XML:AISA: Difference between revisions
Paradox-01 (talk | contribs) m (caution with AISA files in AE packages, they need corresponding ONLV) |
m (putting nav header parameters in more logical order (some already are this way)) |
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{{XML_File_Header | prev=WPge | type=AISA | next=AKEV | name=AI Character Setup Array}} | |||
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__TOC__ | |||
''' | ===General information=== | ||
* AISAlevel'''''N'''''_scripts.oni is level specific | * The XML code on this page is based on OniSplit '''v0.9.61.0'''. | ||
* AISA is still used for a few cutscene characters, even though [[ | * AISAlevel'''''N'''''_scripts.oni is level specific (it can be found in AE/AEInstaller/vanilla/level'''N'''_Final.dat). | ||
* | * AISA is still used for a few cutscene characters, even though [[XML:BINA/OBJC/CHAR|BINACJBOCharacters]] has made it redundant. | ||
* If you make an AE package containing an AISA file, you must also include the corresponding [[XML:ONLV|ONLV]] or else Oni will crash. | |||
===File structure=== | |||
<?xml version="1.0" encoding="utf-8"?> | <?xml version="1.0" encoding="utf-8"?> | ||
<Oni> | <Oni> | ||
Line 50: | Line 44: | ||
'''<font color="#0A0"></AISACharacter></font>''' | '''<font color="#0A0"></AISACharacter></font>''' | ||
===Tags=== | |||
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
!width=150px| XML tag | !width=150px| XML tag | ||
!width=120px| | !width=120px| Content type | ||
! | ! Description | ||
|- | |- | ||
|valign=top| <?xml version="1.0" encoding="utf-8"?> | |valign=top| <?xml version="1.0" encoding="utf-8"?> | ||
|valign=top| string | |valign=top| string | ||
| | | there's no reason to change this | ||
|- | |- | ||
|valign=top| <Oni> | |valign=top| <Oni> | ||
Line 66: | Line 60: | ||
|valign=top| <AISA id="0"> | |valign=top| <AISA id="0"> | ||
|valign=top| integer | |valign=top| integer | ||
| instance id, | | instance id, do not change | ||
|- | |- | ||
|valign=top| <Characters> | |valign=top| <Characters> | ||
Line 82: | Line 76: | ||
|valign=top| <ScriptId> | |valign=top| <ScriptId> | ||
|valign=top| integer | |valign=top| integer | ||
| ID of the character, which you can spawn with the | | ID of the character, which you can spawn with the scripting command "chr_create" | ||
;Player character | ;Player character | ||
If the | If the ID is 0, the character is spawned as a player character, stealing controls (but not focus) from the current player. Focus is transferred as well if the old player is deleted ''immediately before'' the new one is created. | ||
Line 96: | Line 90: | ||
|valign=top| <FlagId> | |valign=top| <FlagId> | ||
|valign=top| integer | |valign=top| integer | ||
| flag where character is spawned; must be a valid flag ID (from the BINACJBOFlag | | flag where character is spawned; must be a valid flag ID (from the BINACJBOFlag list) | ||
In the level Atmospheric Conversion Center (exterior) Bungie used [[ | In the level Atmospheric Conversion Center (exterior), Bungie used [[XML:FILM|FILM]] files to teleport AI Konoko and Griffin. | ||
;Missing [[ | ;Missing [[XML:BINA/OBJC/FLAG|FLAG]] issue | ||
If the flag ID requested by chr_create is obsolete or otherwise unavailable, chr_create will fail with a message to the console. | If the flag ID requested by "chr_create" is obsolete or otherwise unavailable, "chr_create" will fail with a message to the console. | ||
|- | |- | ||
|valign=top| <Flags> | |valign=top| <Flags> | ||
Line 131: | Line 125: | ||
;Missing [[ | ;Missing [[XML:ONCC|ONCC]] issue | ||
Missing ONCCs are resolved by picking the first available ONCC. If the eventually used ONCC is invalid (e.g., if it has a missing TRAC or if its ONCV is missing from ONVL), Oni will crash. This applies to [[ | Missing ONCCs are resolved by picking the first available ONCC. If the eventually used ONCC is invalid (e.g., if it has a missing TRAC or if its ONCV is missing from ONVL), Oni will crash. This applies to [[XML:BINA/OBJC/CHAR|CHAR]] a.k.a. "ai2_spawn", AISA a.k.a. "chr_create", and "ai2_chump" (hardcoded to spawn ONCCstriker_easy_1). | ||
|- | |- | ||
|valign=top| <Scripts> | |valign=top| <Scripts> | ||
Line 149: | Line 143: | ||
;Inventory and script events. | ;Inventory and script events. | ||
Since nearly all the inventory fields are ignored, AISA characters can't be created with inventory items, and so the "out of ammo" script function is irrelevant. The inventory can still be set with scripting (items that the character can use, not what they drop when killed). The | Since nearly all the inventory fields are ignored, AISA characters can't be created with inventory items, and so the "out of ammo" script function is irrelevant. The inventory can still be set with scripting (items that the character can use, not what they drop when killed). The NoPath function doesn't seem to work, neither does it seem to work for [[XML:BINA/OBJC/CHAR|CHAR]]. | ||
|- | |- | ||
|valign=top| <WeaponClass> | |valign=top| <WeaponClass> | ||
Line 161: | Line 155: | ||
: ONWCw4_psm (phase stream projector) | : ONWCw4_psm (phase stream projector) | ||
: ONWCw5_sbg (super ball gun) | : ONWCw5_sbg (super ball gun) | ||
: ONWCw6_vdg ( | : ONWCw6_vdg (van de graaff pistol) | ||
: ONWCw7_scc (scram cannon (mini-rockets)) | : ONWCw7_scc (scram cannon (mini-rockets)) | ||
: ONWCw8_mbo (mercury bow) | : ONWCw8_mbo (mercury bow) | ||
: ONWCw9_scr (screamer gun) | : ONWCw9_scr (screamer gun) | ||
: ONWCw10_sni (Mukade's | : ONWCw10_sni (Mukade's fireball) | ||
: ONWCw11_ba1 (Barabas' gun) | : ONWCw11_ba1 (Barabas' gun) | ||
: ONWCw12_ba2 (-) | : ONWCw12_ba2 (-) | ||
Line 173: | Line 167: | ||
| percentage; 0 - empty, 100 - fully loaded ? | | percentage; 0 - empty, 100 - fully loaded ? | ||
|} | |} | ||
{{XML}} |
Latest revision as of 16:54, 27 March 2021
AISA : AI Character Setup Array | ||
---|---|---|
XML
WPge << Other file types >> AKEV |
General information
- The XML code on this page is based on OniSplit v0.9.61.0.
- AISAlevelN_scripts.oni is level specific (it can be found in AE/AEInstaller/vanilla/levelN_Final.dat).
- AISA is still used for a few cutscene characters, even though BINACJBOCharacters has made it redundant.
- If you make an AE package containing an AISA file, you must also include the corresponding ONLV or else Oni will crash.
File structure
<?xml version="1.0" encoding="utf-8"?> <Oni> <AISA id="0"> <Characters> [...] </Characters> </AISA> </Oni>
[...] means at least one character. Paste all character data into there (this includes <AISACharacter> and </AISACharacter> tag).
example
<AISACharacter> <Name></Name> <ScriptId>1000</ScriptId> <FlagId>100</FlagId> <Flags></Flags> <Team>Konoko</Team> <Class>ONCCgriffin_generic</Class> <Scripts> <Spawn></Spawn> <Die></Die> <Combat></Combat> <Alarm></Alarm> <Hurt></Hurt> <Defeated></Defeated> <OutOfAmmo></OutOfAmmo> <NoPath></NoPath> </Scripts> <WeaponClass></WeaponClass> <Ammo>0</Ammo> </AISACharacter>
Tags
XML tag | Content type | Description |
---|---|---|
<?xml version="1.0" encoding="utf-8"?> | string | there's no reason to change this |
<Oni> | - | |
<AISA id="0"> | integer | instance id, do not change |
<Characters> | - | |
<AISACharacter> | - | start tag of a character data |
<Name> | char[32] | name of AISA character |
<ScriptId> | integer | ID of the character, which you can spawn with the scripting command "chr_create"
If the ID is 0, the character is spawned as a player character, stealing controls (but not focus) from the current player. Focus is transferred as well if the old player is deleted immediately before the new one is created.
If the name field is left blank, the engine will generate an automatic name "ai_#", where # is the runtime ID of the character (first empty slot in memory at the time of the spawning). The ID is not zero-padded: "ai_0, "ai_1", ... |
<FlagId> | integer | flag where character is spawned; must be a valid flag ID (from the BINACJBOFlag list)
In the level Atmospheric Conversion Center (exterior), Bungie used FILM files to teleport AI Konoko and Griffin.
If the flag ID requested by "chr_create" is obsolete or otherwise unavailable, "chr_create" will fail with a message to the console. |
<Flags> | flag | these flags can be also found via onisplit -help enums
|
<Team> | flag | these flags can be also found via onisplit -help enums
|
<Class> | link | must be a valid ONCC; replaced with first available ONCC if missing
Missing ONCCs are resolved by picking the first available ONCC. If the eventually used ONCC is invalid (e.g., if it has a missing TRAC or if its ONCV is missing from ONVL), Oni will crash. This applies to CHAR a.k.a. "ai2_spawn", AISA a.k.a. "chr_create", and "ai2_chump" (hardcoded to spawn ONCCstriker_easy_1). |
<Scripts> | char[32] | BSL functions
Since nearly all the inventory fields are ignored, AISA characters can't be created with inventory items, and so the "out of ammo" script function is irrelevant. The inventory can still be set with scripting (items that the character can use, not what they drop when killed). The NoPath function doesn't seem to work, neither does it seem to work for CHAR. |
<WeaponClass> | link | ONWCname (without file suffix .oni)
Original weapon classes:
|
<Ammo> | integer | percentage; 0 - empty, 100 - fully loaded ? |