XML:BINA/OBJC/NEUT: Difference between revisions
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= | {{XML_OBJC_Header | prev=MELE | type=NEUT | next=PART | name=Neutral}} | ||
__TOC__ | |||
==General information== | |||
* The XML on this page is based on OniSplit '''v0.9.61.0'''. | |||
* BINACJBONeutral is level-specific (level''x''_Final.dat). | |||
* Press the action key to talk with a character (if possible). The interaction depends on what ID that character has. | |||
==File structure== | |||
<?xml version="1.0" encoding="utf-8"?> | <?xml version="1.0" encoding="utf-8"?> | ||
<Oni> | <Oni> | ||
Line 18: | Line 16: | ||
</Oni> | </Oni> | ||
'''''[...]''''' means at least one neutral behavior block. Paste all | '''''[...]''''' means at least one neutral behavior block. Paste all your behavior data into there (this includes the <NEUT Id="..."> and </NEUT> tag). | ||
'''Example''' | |||
<NEUT Id="1853"> | <NEUT Id="1853"> | ||
<Header> | <Header> | ||
Line 70: | Line 67: | ||
</NEUT> | </NEUT> | ||
==Tags== | |||
{ | {| class="wikitable" width="100%" | ||
!XML tag | !width=150px| XML tag | ||
! | !width=120px| Content type | ||
! | ! Description | ||
|- | |- | ||
|< | |valign=top| <ObjectCollection> | ||
| | | - | ||
| | | | ||
|- | |- | ||
|valign=top|< | |valign=top| <NEUT Id="1853"> | ||
| | | integer | ||
| | | The ID here doesn't matter. | ||
|- | |- | ||
| <Header> | |||
| | | - | ||
| | | | ||
|- | |- | ||
|valign=top|< | |valign=top| <Flags> | ||
| | |valign=top| flag | ||
| | | | ||
*None | |||
*Locked | |||
*PlacedInGame | |||
*Temporary | |||
*Gunk | |||
|- | |- | ||
|< | | <Position> | ||
| | | float x3 | ||
| | | XYZ position, unused | ||
|- | |- | ||
|< | | <Rotation> | ||
| | | float x3 | ||
| | | XYZ rotation, unused | ||
|- | |- | ||
|< | | <OSD> | ||
| | | - | ||
| | | | ||
|- | |- | ||
|< | | <Name> | ||
| | | char[32] | ||
| | | The name of the NEUT profile. Used by [[BSL]] command '''ai2_neutralbehavior'''. | ||
|- | |- | ||
|< | | <NeutralId> | ||
| | | integer | ||
| | | Used by [[XML:BINA/OBJC/CHAR|BINA/OBJC/CHAR]] and [[XML:BINA/OBJC/MELE|BINA/OBJC/MELE]]. | ||
|- | |- | ||
|< | |valign=top| <Flags> | ||
| | |valign=top| flag | ||
| | | | ||
*'''None''' - No flags utilized | |||
*'''NoResume''' - If the conversation is interrupted, NEUT behavior terminates. Conversation cannot be re-initiated. | |||
*'''NoResumeAfterGive''' - Interrupted conversation can be re-initiated, as long as we have not reached a line of dialogue which had the flag "GiveItems". Also, if a line of dialogue is interrupted AFTER the line with the "GiveItems" flag, then the sound file of the interrupted dialogue line is fully played (is not stopped by the conversation interruption). Maybe a bug? | |||
*'''Uninterruptible''' - Running, crouching or jumping will not be able to interrupt the conversation; only attacking the NPC will. | |||
|- | |- | ||
|< | | <Ranges> | ||
| | | - | ||
| | | | ||
|- | |- | ||
| <Trigger> | |||
| | | float | ||
| | | The distance between the AI and the player character when the NEUT behavior mechanics kick in. | ||
|- | |- | ||
|< | | <Talk> | ||
| | | float | ||
| | | | ||
A threshold distance for approaching the player character: | |||
*If '''"distance to player" > "Talk range"''' then the NEUT-driven AI keeps approaching the player character. | |||
*If '''"distance to player" <= "Talk range"''' then the NEUT-driven AI stands still, rotates in order to keep looking at the player, and keeps repeating the "Hail" anim type and playing the <Trigger> speech line (see below) at a 5 second interval. | |||
*If '''"distance to player" <= "Talk range"''' AND '''"distance to player" <= 35 game world units''' (based on observation), then the conversation can be triggered by facing the NEUT-driven AI and pressing the action key. | |||
|- | |- | ||
|< | | <Follow> | ||
| | | float | ||
| | |||
An "allowed travel" distance for the NEUT-driven AI, starting from the moment the player entered the <Trigger> range (see above). The NEUT-driven AI is allowed to travel only this far from its pre-trigger location before it gives up on chasing the player character. When the <Follow> distance is expended, the NEUT behavior for the given character is terminated and control over the character is handed to some other AI2 system (for example the Patrol Path system). Of course if the player again enters the <Trigger> range, the NEUT mechanics kick in again (with a reset <Follow> distance to expend). | |||
|- | |- | ||
|< | | <Enemy> | ||
| | | float | ||
| | |||
The range within which the NEUT-driven AI will react to the presence of enemies (even those behind its back!). Who is considered an "enemy" is defined according to Oni's team affiliations.<BR> | |||
*If an enemy is within the <Enemy> range prior to the conversation, then the conversation cannot begin till the enemy is either outside of that range or neutralized. | |||
*If an enemy gets inside the <Enemy> range while the conversation is occurring, the conversation is stopped and the <Enemy> speech sound (see below) is played. | |||
The further reaction of the NEUT-driven AI to the enemy depends on their [[CHAR]] settings — it can start cowering in fear (NonCombatant flag is set) or go attack the enemy (default setup). | |||
|- | |- | ||
|< | | <Speech> | ||
| | | - | ||
| | | | ||
|- | |- | ||
|< | |valign=top| <Trigger> | ||
| | |valign=top| char[32] | ||
|valign=top| Speech sound for hailing the player. If '''"distance to player" <= "Talk range"''' then the NEUT-driven AI stands still, rotates in order to keep looking at the player, and keeps repeating the Hail anim type and playing the speech sound specified in this <Trigger> tag at a 5 second interval. | |||
<font style="color:#777777">OSBD</font>file<font style="color:#777777">.amb.oni</font> (without file pre-/suffix) | |||
Examples of such OSBD .amb files: | |||
: civfem_trigger | |||
: hey_konoko | |||
: civmale1_trigger | |||
: civmale2_trigger | |||
: civmale3_trigger | |||
|- | |- | ||
|< | |valign=top| <Abort> | ||
| | |valign=top| char[32] | ||
| | |valign=top| Speech sound for when player interrupts the conversation. This sound is played when the player aborts the conversation by performing some offensive action such as a punch/kick or by breaking away in the middle of the conversation with a movement. | ||
<font style="color:#777777">OSBD</font>file<font style="color:#777777">.amb.oni</font> (without file pre-/suffix) | |||
Examples of such OSBD .amb files: | |||
: civfem_abort | |||
: see_you_later | |||
: civmale1_abort | |||
: civmale2_abort | |||
: civmale3_abort | |||
|- | |- | ||
|valign=top|< | |valign=top| <Enemy> | ||
|valign=top| | |valign=top| char[32] | ||
|valign=top| Speech sound to play when conversation is interrupted due to an enemy entering the <Enemy> range. | |||
<font style="color:#777777">OSBD</font>file<font style="color:#777777">.amb.oni</font> (without file pre-/suffix) | |||
Examples of such OSBD .amb files: | |||
: civfem_enemy | |||
: what_the | |||
: civmale1_enemy | |||
|valign=top|< | : civmale2_enemy | ||
: civmale3_enemy | |||
|- | |- | ||
|<Script> | | <Script> | ||
| | | - | ||
| | | | ||
|- | |- | ||
|<AfterTalk> | | <AfterTalk> | ||
|BSL function name | | char[32] | ||
| A name of a BSL function. The function will will be executed after the conversation is finished. The function in BSL can have an optional parameter of type ''string'' which receives the name of the NEUT-driven AI. | |||
|- | |- | ||
|<Rewards> | | <Rewards> | ||
|You can get rewards for saving people. A reward can be a weapon, ammo, cells, hypos, shield, phase cloak, | | - | ||
| You can get rewards for saving people. A reward can be a weapon, ballistic ammo, energy cells, hypos, a shield, a phase cloak, or an [[LSI]]. | |||
|- | |- | ||
|<WeaponClass> | | <WeaponClass> | ||
| | | char[32] | ||
| Any weapon. Filename without prefix ONWC and suffix .oni, for example "w6_vdg". | |||
|- | |- | ||
|<Ammo> | | <Ammo> | ||
| | | integer | ||
| Number of ammo clips. | |||
|- | |- | ||
|<EnergyCell> | | <EnergyCell> | ||
| | | integer | ||
| Number of energy cells. | |||
|- | |- | ||
|<Hypo> | | <Hypo> | ||
| | | integer | ||
| Number of hypo sprays. | |||
|- | |- | ||
|valign=top|<Other> | |valign=top| <Other> | ||
|valign=top| | |valign=top| flag | ||
|valign=top| | |valign=top| These flags can be combined: | ||
* Shield | *Shield | ||
* Invisibility | *Invisibility | ||
* LSI | *LSI | ||
|- | |- | ||
|<DialogLines> | | <DialogLines> | ||
| | | - | ||
| | | | ||
|- | |- | ||
|<DialogLine> | | <DialogLine> | ||
| | | - | ||
| | | There can be multiple dialogue lines. | ||
|- | |- | ||
|valign=top|<Flags> | |valign=top| <Flags> | ||
|valign=top| flag | |||
|valign=top| | | These flag can be combined: | ||
*None | *'''None''' - No special flags. | ||
*IsPlayer | *'''IsPlayer''' - Reverses the subjects of Anim and OtherAnim — now Anim is applied to the player character and OtherAnim is applied to the NEUT-driven AI. | ||
*GiveItems | *'''GiveItems''' - Will make the conversation participants play their respective give and take animations AND will add item(s) to the player's inventory. This exchange cannot be interrupted by player's input. | ||
*AnimOnce | *'''AnimOnce''' - NEUT-driven AIs will play their prescribed anim type only once during the dialogue line. | ||
*OtherAnimOnce | *'''OtherAnimOnce''' - player character will play its prescribed anim type only once during the dialogue line. | ||
|- | |- | ||
|valign=top|[[ | |valign=top| [[XML:StNA#Animation_types|<Anim>]] | ||
|valign=top| integer | |||
|valign=top| | | The anim type ID of the TRAM applied to the NEUT-driven AI during this dialogue line. Any TRAM which has the anim state "Standing" and is present in a NEUT-driven AI's [[TRAC]] should be valid. | ||
: 0 (None) | |||
: 200 (Act_No) | |||
: 201 (Act_Yes) | |||
: 202 (Act_Talk) | |||
: 203 (Act_Shrug) | |||
: 204 (Act_Shout) | |||
|- | |- | ||
|<OtherAnim> | | [[XML:StNA#Animation_types|<OtherAnim>]] | ||
| | | integer | ||
| | | Anim type ID of the TRAM applied to the player character during this dialogue line. Any TRAM which has the anim state "Standing" and is present in the player character's [[TRAC]] should be valid. | ||
|- | |- | ||
|valign=top|<SpeechName> | |valign=top| <SpeechName> | ||
|valign=top| char[32] | |||
|valign=top| | |The actual sound played during the dialogue line. The length of this sound file determines the length of the dialogue line's effect in-game. | ||
<font style="color:#777777">OSBD</font>file<font style="color:#777777">.amb.oni</font> (without file pre-/suffix) | |||
For example: | |||
: talking | |||
: civfem_gift_weapon | |||
: civfem_gift_hypo | |||
: civfem_gift_force_field | |||
: civmale1_gift_weaponS | |||
: civmale2_gift_weapon | |||
: civmale1_gift_ammo | |||
: civmale2_gift_ammo | |||
: civmale3_gift_ammo | |||
: civmale1_gift_hypoS | |||
: civmale2_gift_hypo | |||
: civmale3_gift_hypo | |||
: civmale1_gift_force_field | |||
: civmale2_gift_force_field | |||
: civmale3_gift_force_field | |||
: c03_12_06civ1 | |||
: c03_12_07civ1 | |||
: c03_12_08tctffag1 | |||
: c03_12_09tctffag2 | |||
|} | |} | ||
{{XML}} |
Latest revision as of 12:23, 5 April 2021
NEUT : Neutral | ||
---|---|---|
XML
AKEV << Other file types >> CONS TMBD << Other BINA >> ONIE MELE << Other OBJC >> PART |
General information
- The XML on this page is based on OniSplit v0.9.61.0.
- BINACJBONeutral is level-specific (levelx_Final.dat).
- Press the action key to talk with a character (if possible). The interaction depends on what ID that character has.
File structure
<?xml version="1.0" encoding="utf-8"?> <Oni> <Objects> [...] </Objects> </Oni>
[...] means at least one neutral behavior block. Paste all your behavior data into there (this includes the <NEUT Id="..."> and </NEUT> tag).
Example
<NEUT Id="1853"> <Header> <Flags></Flags> <Position>146.41217 -48.8205528 1027.55249</Position> <Rotation>0 0 0</Rotation> </Header> <OSD> <Name>Give VDG Pistol (CivFem)</Name> <NeutralId>2</NeutralId> <Flags>NoResumeAfterGive</Flags> <Ranges> <Trigger>100</Trigger> <Talk>40</Talk> <Follow>200</Follow> <Enemy>70</Enemy> </Ranges> <Speech> <Trigger>civfem_trigger</Trigger> <Abort>civfem_abort</Abort> <Enemy>civfem_enemy</Enemy> </Speech> <Script> <AfterTalk></AfterTalk> </Script> <Rewards> <WeaponClass>w6_vdg</WeaponClass> <Ammo>0</Ammo> <EnergyCell>0</EnergyCell> <Hypo>0</Hypo> <Other></Other> </Rewards> <DialogLines> <DialogLine> <Flags></Flags> <Anim>0</Anim> <OtherAnim>0</OtherAnim> <SpeechName>civfem_gift_weapon</SpeechName> </DialogLine> <DialogLine> <Flags>GiveItems</Flags> <Anim>202</Anim> <OtherAnim>0</OtherAnim> <SpeechName></SpeechName> </DialogLine> </DialogLines> </OSD> </NEUT>
Tags
XML tag | Content type | Description |
---|---|---|
<ObjectCollection> | - | |
<NEUT Id="1853"> | integer | The ID here doesn't matter. |
<Header> | - | |
<Flags> | flag |
|
<Position> | float x3 | XYZ position, unused |
<Rotation> | float x3 | XYZ rotation, unused |
<OSD> | - | |
<Name> | char[32] | The name of the NEUT profile. Used by BSL command ai2_neutralbehavior. |
<NeutralId> | integer | Used by BINA/OBJC/CHAR and BINA/OBJC/MELE. |
<Flags> | flag |
|
<Ranges> | - | |
<Trigger> | float | The distance between the AI and the player character when the NEUT behavior mechanics kick in. |
<Talk> | float |
A threshold distance for approaching the player character:
|
<Follow> | float |
An "allowed travel" distance for the NEUT-driven AI, starting from the moment the player entered the <Trigger> range (see above). The NEUT-driven AI is allowed to travel only this far from its pre-trigger location before it gives up on chasing the player character. When the <Follow> distance is expended, the NEUT behavior for the given character is terminated and control over the character is handed to some other AI2 system (for example the Patrol Path system). Of course if the player again enters the <Trigger> range, the NEUT mechanics kick in again (with a reset <Follow> distance to expend). |
<Enemy> | float |
The range within which the NEUT-driven AI will react to the presence of enemies (even those behind its back!). Who is considered an "enemy" is defined according to Oni's team affiliations.
The further reaction of the NEUT-driven AI to the enemy depends on their CHAR settings — it can start cowering in fear (NonCombatant flag is set) or go attack the enemy (default setup). |
<Speech> | - | |
<Trigger> | char[32] | Speech sound for hailing the player. If "distance to player" <= "Talk range" then the NEUT-driven AI stands still, rotates in order to keep looking at the player, and keeps repeating the Hail anim type and playing the speech sound specified in this <Trigger> tag at a 5 second interval.
OSBDfile.amb.oni (without file pre-/suffix) Examples of such OSBD .amb files:
|
<Abort> | char[32] | Speech sound for when player interrupts the conversation. This sound is played when the player aborts the conversation by performing some offensive action such as a punch/kick or by breaking away in the middle of the conversation with a movement.
OSBDfile.amb.oni (without file pre-/suffix) Examples of such OSBD .amb files:
|
<Enemy> | char[32] | Speech sound to play when conversation is interrupted due to an enemy entering the <Enemy> range.
OSBDfile.amb.oni (without file pre-/suffix) Examples of such OSBD .amb files:
|
<Script> | - | |
<AfterTalk> | char[32] | A name of a BSL function. The function will will be executed after the conversation is finished. The function in BSL can have an optional parameter of type string which receives the name of the NEUT-driven AI. |
<Rewards> | - | You can get rewards for saving people. A reward can be a weapon, ballistic ammo, energy cells, hypos, a shield, a phase cloak, or an LSI. |
<WeaponClass> | char[32] | Any weapon. Filename without prefix ONWC and suffix .oni, for example "w6_vdg". |
<Ammo> | integer | Number of ammo clips. |
<EnergyCell> | integer | Number of energy cells. |
<Hypo> | integer | Number of hypo sprays. |
<Other> | flag | These flags can be combined:
|
<DialogLines> | - | |
<DialogLine> | - | There can be multiple dialogue lines. |
<Flags> | flag | These flag can be combined:
|
<Anim> | integer | The anim type ID of the TRAM applied to the NEUT-driven AI during this dialogue line. Any TRAM which has the anim state "Standing" and is present in a NEUT-driven AI's TRAC should be valid.
|
<OtherAnim> | integer | Anim type ID of the TRAM applied to the player character during this dialogue line. Any TRAM which has the anim state "Standing" and is present in the player character's TRAC should be valid. |
<SpeechName> | char[32] | The actual sound played during the dialogue line. The length of this sound file determines the length of the dialogue line's effect in-game.
OSBDfile.amb.oni (without file pre-/suffix) For example:
|