XML:BINA/OBJC/PATR: Difference between revisions

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=[[OBD:BINA/OBJC/PATR|BINA/OBCJ/PATR]]: patrol paths=
{{XML_OBJC_Header | prev=PART | type=PATR | next=PWRU | name=Patrol Path}}


{{Template:XMLModdingHints}}
==General information==
{| border=0 cellspacing=20 cellpadding=0 align=center
* The XML on this page is based on OniSplit '''v0.9.61.0'''.
| The xml code on this page is based on onisplit '''v0.9.61.0'''
* "BINACJBOPatrol Path" is level-specific (level''x''_Final.dat).
|}
* A path can have at most 64 points.
 
;Corrupting BSL code in patrol scripts
:I ([[User:Paradox-01|Paradox]]) suspect that ''instantly'' played BSL code breaks patrol paths. Example: patrolscript0001 contains a sleep command and patrolscript0002 will be played. If you remove the sleep command, the patrol path will break. (This was tested in level 1 SP1 with A_t48 and his patrol_48.)
 
XML code - patrolscript points:


'''general information'''
<Points>
* '''BINACJBOPatrol Path.oni''' is level specific. (It can be found in edition/GameDataFolder/level''XX''_... )
    <ScriptId ScriptId="1" />
    <ScriptId ScriptId="2" />
    <ScriptId ScriptId="3" />
</Points>


BSL code:
func patrolscript0001
{
dmsg "1"
chr_animate 0 KONOKOpowerup
sleep 1
}
func patrolscript0002
{
dmsg "2"
}
func patrolscript0003
{
dmsg "3"
}


'''BSL support'''
==BSL support==
* <font color="#777777">ai2_showpaths = 1</font>
* <font color="#777777">ai2_showpaths = 1</font>
* ai2_dopath ''ai_name path_name''
* ai2_dopath ''ai_name path_name''


 
==File structure==
'''XML structure'''
 
  <?xml version="1.0" encoding="utf-8"?>
  <?xml version="1.0" encoding="utf-8"?>
  <Oni>
  <Oni>
Line 24: Line 45:
  </Oni>
  </Oni>


'''''[...]''''' means at least one patrol block. Paste all a patrol data into there (this includes <PATR Id="..."> and </PATR> tag).
'''''[...]''''' means at least one patrol block. Paste all your patrol data in there (this includes the <PATR Id="..."> and </PATR> tag).


 
'''Example'''
'''example'''


         <PATR Id="8283">
         <PATR Id="8283">
Line 57: Line 77:




* table content compatible with onisplit 0.9.61.0
{| class="wikitable" width="100%"
* if an update is needed extract '''[http://paradox.oni2.net/OniGalore/BINACJBOPatrol%20Path.oni this]''' file
!width=400px| XML tag
 
!width=100px| Content type
{{Table}}
! Description
!XML tag
!flags / values
!description
|-
|-
|<PATR Id="...">
| <PATR Id="...">
|positive integer
| integer
|actually the Id doesn't matter in collections
| ID doesn't matter
|-
|-
|<Flags>
| <Flags>
|
| flag
|should be unimportant
| Unknown
|-
|-
|<Position>
| <Position>
|
| float x3
|should be unimportant
| XYZ position, unused
|-
|-
|<Rotation>
| <Rotation>
|
| float x3
|should be unimportant
| XYZ rotation, unused
|-
|-
|<Name>
| <Name>
|string
| string
|for BSL command "ai2_dopath"
| Used by BSL command "ai2_dopath"
|-
|-
|<PatrolId>
| <PatrolId>
|positive integer
| integer
|used in [[OBD:BINA/OBJC/CHAR|BINA/OBJC/CHAR]]
| Used in [[XML:BINA/OBJC/CHAR|BINA/OBJC/CHAR]]
|-
|-
|valign=top|<ReturnToNearest>
|valign=top| <ReturnToNearest>
|
|valign=top| flag
:1
|
:0
: 1 (Yes)
|valign=top|1 = Yes; 0 = No
: 0 (No)
|-
|-
|<Points>
| <Points>
|
| -
|holds actual patrol content
| Holds the actual path data (up to 64 points).
|-
|-
|<MoveToFlag FlagId="..." />
| <MoveToFlag FlagId="..." />
|positive integer
| integer
|
|
|-
|-
|<Stop />
| <Stop />
|
| -
|
|
|-
|-
|<Pause Frames="..." />
| <Pause Frames="..." />
|positive integer
| integer
|
|
|-
|-
|<LookAtFlag FlagId="..." />
| <LookAtFlag FlagId="..." />
|positive integer
| integer
|
|
|-
|-
|<LookAtPoint X="..." Y="..." Z="..." />
| <LookAtPoint X="..." Y="..." Z="..." />
|integer
| float x3
|
|
|-
|-
|<MoveAndFaceFlag FlagId="..." />
| <MoveAndFaceFlag FlagId="..." />
|positive integer
| integer
|
|
|-
|-
|<Loop>...</Loop>
| <Loop>...</Loop>
|
|
|Patrol path tags can be enclosed by that loop tag.
| Patrol path tags can be enclosed by this loop tag.
|-
|-
|valign=top|<MovementMode Mode="..." />
|valign=top| <MovementMode Mode="..." />
|
|valign=top| flag
:ByAlertLevel
:Stop
:Crouch
:Creep
:WalkNoAim
:Walk
:RunNoAim
:Run
|
|
: ByAlertLevel
: Stop
: Crouch
: Creep
: WalkNoAim
: Walk
: RunNoAim
: Run
|-
|-
|<MoveToPoint X="..." Y="..." Z="..." />
| <MoveToPoint X="..." Y="..." Z="..." />
|integer
| float x3
|
|  
|-
|-
|valign=top|<LockFacing Facing="..." />
|valign=top| <LockFacing Facing="..." />
|
|valign=top| flag
:Forward
:Backward
:Left
:Right
:Stopped
|
|
: Forward
: Backward
: Left
: Right
: Stopped
|-
|-
|<MoveThroughFlag FlagId="..." Distance="..." />
| <MoveThroughFlag FlagId="..." Distance="..." />
|positive integer
| integer, float
|
|
|-
|-
|valign=top|<MoveThroughPoint X="..." Y="..." Z="..." Distance="..." />
|valign=top| <MoveThroughPoint X="..." Y="..." Z="..." Distance="..." />
|X, Y, Z = positive integer; Distance = integer
| float x4
|
|
|-
|-
|<StopLooking />
| <StopLooking />
|
| -
|
|
|-
|-
|<FreeFacing />
| <FreeFacing />
|
| -
|
|
|-
|-
|<GlanceAtFlagFor FlagId="..." Frames="..." />
| <GlanceAtFlagFor FlagId="..." Frames="..." />
|positive integer
| integer x2
|
|
|-
|-
|<MoveNearFlag FlagId="..." Distance="..." />
| <MoveNearFlag FlagId="..." Distance="..." />
|
| integer, float
|
|
|-
|-
|<Scan Frames="..." Rotation="..." />
| <Scan Frames="..." Rotation="..." />
|
| integer, float
|
|
|-
|-
|<StopScanning />
| <StopScanning />
|
| -
|
|
|-
|-
|<MoveToFlagLookAndWait Frames="..." FlagId="..." Rotation="..." />
| <MoveToFlagLookAndWait Frames="..." FlagId="..." Rotation="..." />
|
| integer x2, float
|
|
|-
|-
|valign=top|<CallScript ScriptId="..." />
|valign=top| <CallScript ScriptId="..." />
|
| integer
|Calls a BSL function by Id. For example if Id is 1 then BSL function is named "patrolscript0001"
|Calls a BSL function by ID. For example if the ID is 1 then the BSL function is named "patrolscript0001".
|-
|-
|valign=top|<ForkScript ScriptId="..." />
|valign=top| <ForkScript ScriptId="..." />
|
| integer
|Forks a BSL function by Id. For example if Id is 2 then BSL function is named "patrolscript0002"
|Forks a BSL function by ID. For example if the ID is 2 then the BSL function is named "patrolscript0002".
|-
|-
|valign=top|<IgnorePlayer Value="..." />
|valign=top| <IgnorePlayer Value="..." />
|
|valign=top| flag
:No
:Yes
|
|
: No
: Yes
|-
|-
|<FaceToFlagAndFire FlagId="..." Frames="..." Spread="..." />
| <FaceToFlagAndFire FlagId="..." Frames="..." Spread="..." />
|
| integer x2, float
|
|
|}
|}
{{XML}}

Latest revision as of 01:21, 3 April 2021

PATR : Patrol Path
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

PART << Other OBJC >> PWRU

switch to OBD page

General information

  • The XML on this page is based on OniSplit v0.9.61.0.
  • "BINACJBOPatrol Path" is level-specific (levelx_Final.dat).
  • A path can have at most 64 points.
Corrupting BSL code in patrol scripts
I (Paradox) suspect that instantly played BSL code breaks patrol paths. Example: patrolscript0001 contains a sleep command and patrolscript0002 will be played. If you remove the sleep command, the patrol path will break. (This was tested in level 1 SP1 with A_t48 and his patrol_48.)

XML code - patrolscript points:

<Points>
   <ScriptId ScriptId="1" />
   <ScriptId ScriptId="2" />
   <ScriptId ScriptId="3" />
</Points>

BSL code:

func patrolscript0001
{
	dmsg "1"
	chr_animate 0 KONOKOpowerup
	sleep 1
}
func patrolscript0002
{
	dmsg "2"
}
func patrolscript0003
{
	dmsg "3"
}

BSL support

  • ai2_showpaths = 1
  • ai2_dopath ai_name path_name

File structure

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

[...] means at least one patrol block. Paste all your patrol data in there (this includes the <PATR Id="..."> and </PATR> tag).

Example

       <PATR Id="8283">
           <Header>
               <Flags></Flags>
               <Position>-408.598755 60.1162872 -1402.20361</Position>
               <Rotation>0 0 0</Rotation>
           </Header>
           <OSD>
               <Name>patrol_32</Name>
               <PatrolId>32</PatrolId>
               <ReturnToNearest>1</ReturnToNearest>
               <Points>
                   <IgnorePlayer Value="Yes" />
                   <MovementMode Mode="Run" />
                   <MoveToFlag FlagId="545" />
                   <Loop>
                       <MoveToFlagLookAndWait Frames="120" FlagId="545" Rotation="5" />
                       <IgnorePlayer Value="No" />
                       <MoveThroughFlag FlagId="145" Distance="0" />
                       <MovementMode Mode="ByAlertLevel" />
                       <MoveToFlagLookAndWait Frames="300" FlagId="144" Rotation="60" />
                       <MoveThroughFlag FlagId="145" Distance="0" />
                       <MoveToFlagLookAndWait Frames="300" FlagId="146" Rotation="90" />
                   </Loop>
               </Points>
           </OSD>
       </PATR>


XML tag Content type Description
<PATR Id="..."> integer ID doesn't matter
<Flags> flag Unknown
<Position> float x3 XYZ position, unused
<Rotation> float x3 XYZ rotation, unused
<Name> string Used by BSL command "ai2_dopath"
<PatrolId> integer Used in BINA/OBJC/CHAR
<ReturnToNearest> flag
1 (Yes)
0 (No)
<Points> - Holds the actual path data (up to 64 points).
<MoveToFlag FlagId="..." /> integer
<Stop /> -
<Pause Frames="..." /> integer
<LookAtFlag FlagId="..." /> integer
<LookAtPoint X="..." Y="..." Z="..." /> float x3
<MoveAndFaceFlag FlagId="..." /> integer
<Loop>...</Loop> Patrol path tags can be enclosed by this loop tag.
<MovementMode Mode="..." /> flag
ByAlertLevel
Stop
Crouch
Creep
WalkNoAim
Walk
RunNoAim
Run
<MoveToPoint X="..." Y="..." Z="..." /> float x3
<LockFacing Facing="..." /> flag
Forward
Backward
Left
Right
Stopped
<MoveThroughFlag FlagId="..." Distance="..." /> integer, float
<MoveThroughPoint X="..." Y="..." Z="..." Distance="..." /> float x4
<StopLooking /> -
<FreeFacing /> -
<GlanceAtFlagFor FlagId="..." Frames="..." /> integer x2
<MoveNearFlag FlagId="..." Distance="..." /> integer, float
<Scan Frames="..." Rotation="..." /> integer, float
<StopScanning /> -
<MoveToFlagLookAndWait Frames="..." FlagId="..." Rotation="..." /> integer x2, float
<CallScript ScriptId="..." /> integer Calls a BSL function by ID. For example if the ID is 1 then the BSL function is named "patrolscript0001".
<ForkScript ScriptId="..." /> integer Forks a BSL function by ID. For example if the ID is 2 then the BSL function is named "patrolscript0002".
<IgnorePlayer Value="..." /> flag
No
Yes
<FaceToFlagAndFire FlagId="..." Frames="..." Spread="..." /> integer x2, float