XML:BINA/OBJC/TRIG: Difference between revisions

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m (Iritscen moved page OBD talk:BINA/OBJC/TRIG to XML:BINA/OBJC/TRIG without leaving a redirect)
m (→‎Laser rotations: localized image)
 
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{{Template:XMLModdingHints}}
{{XML_OBJC_Header | prev=TRGV | type=TRIG | next=TURR | name=Trigger}}
{| border=0 cellspacing=20 cellpadding=0 align=center
| The xml code on this page is based on onisplit '''v0.9.61.0'''
|}


'''general notes'''
==General information==
* '''BINACJBOTrigger.oni''' is level specific. (It can be found in edition/GameDataFolder/level''XX''_... )
* The XML on this page was tested with OniSplit v0.9.94.0.
* BINACJBOTrigger is level-specific (level''x''_Final.dat).


 
==BSL support==
'''BSL support'''
{| class="wikitable" width="100%"
{|
!Command
{{table}}
!Description
!command
!Example
!description
!example
|-
|-
|marketing_line_off
|marketing_line_off
Line 44: Line 40:
|}
|}


 
==File structure==
'''XML structure'''
  <?xml version="1.0" encoding="utf-8"?>
  <?xml version="1.0" encoding="utf-8"?>
  <Oni>
  <Oni>
Line 53: Line 48:
  </Oni>
  </Oni>


'''''[...]''''' means at least one trigger. Paste all trigger data into there (this includes '''<font color="#0A0"><TRIG Id="..."></font>''' and '''<font color="#0A0"></TRIG></font>''' tag).
'''''[...]''''' means at least one trigger. Paste all your trigger data in there (this includes the '''<font color="#0A0"><TRIG Id="..."></font>'''/'''<font color="#0A0"></TRIG></font>''' tag).


'''example'''
'''Example'''
{| border=0 cellspacing=20 cellpadding=0 align=right
[[Image:XML_TRIG_trigger_modded.jpg|400px|right|thumb]]
|
[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/trigger.jpg http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/trigger_preview.jpg]
|}


         '''<font color="#0A0"><TRIG Id="8136"></font>'''
         '''<font color="#0A0"><TRIG Id="8136"></font>'''
Line 93: Line 85:
         '''<font color="#0A0"></TRIG></font>'''
         '''<font color="#0A0"></TRIG></font>'''


'''tags'''
==Tags==
* <Flags> : unknown
{| class="wikitable" width="100%"
* <Position> : (trigger is spawned at this xyz-position)
!width=280px| Tag
* <Rotation> : (trigger has xyz-rotation (in degrees))
!width=60px| Type
* <Class>
! Description
:: trigger_arc
|-
:: trigger_circle
| <TRIG Id="...">
:: trigger_evilbrain
| integer
:: trigger_long
| You can also use <TRIG> without the ID parameter.
:: trigger_long4x
|-
:: trigger_long4xzag
| <Header>
:: trigger_rectangle
| -
:: trigger_sb3A
|
:: trigger_sb3B
|-
:: trigger_short
| <Flags>
:: (link by name to the [[TRIG]] instance (trigger class), which holds the [[M3GM]] of the rail and links to [[TRGE]] (laser emitter class) and [[OBAN]] (animation of the emitters))
| flag
:: (Screenshot of each would be good.)
| Used in the past.
* <TriggerId> : (used by BSL commands)
|-
* <Flags>
| <Position>
:: 4 (active?, hex: 4)
| float x3
:: '''InitialActive''' (hex: 8)
| Trigger is spawned at this XYZ position.
:: '''ReverseAnim''' (hex: 10)
|-
:: '''PingPong''' (hex: 20)
| <Rotation>
:: 64 (unknown, hex: 40)
| float x3
:: 128 (unknown, hex: 80)
| Trigger has this XYZ rotation (in degrees).
* <LaserColor> : ([[wikipedia:RGB_color_model#The_24-bit_RGB_representation|RGB]] range, e.g. <LaserColor>255 0 77</LaserColor>)
|-
* <StartPosition> : (float value; start position of the trigger in the rail; range from 0 (bottom) to 1 (top) in connection to the spawn point of the trigger (spawn point = bottom))
| <OSD>
* <Speed> : (float value; ''reference'': 0 means no movement, 1 is slow, and 2 is fast)
| -
* <EmitterCount> : (number of laser emitters in one trigger rail)
|
* <Offset_0075> : (laser is on for a number of frames you set here)
|-
* <Offset_0077> : (laser is off for a nubmer of frames you set here)
|valign="top"| <Class>
::(example: when you set 360 (at offset 0x75) and 120 (at offset 0x77) then the laser gets disabled after 6 seconds for 2 seconds, then loops; note that the laser will be off all if you set 0x75 to 0 and 0x77 to a number bigger than 0)
|valign="top"| char[63]
* <Events>
| <font color="#777777">TRIG</font>file<font color="#777777">.oni</font>
:*    <Script Function="calling_this_BSL_function" />
:*    <ActivateTurret TargetId="Id" />
:*    <DeactivateTurret TargetId="Id" />
:*    <ActivateConsole TargetId="Id" />
:*    <DeactivateConsole TargetId="Id" />
:*    <ActivateAlarm TargetId="Id" />
:*    <DeactivateAlaram TargetId="Id" />
:*    <ActivateTrigger TargetId="Id" />
:*    <DeactivateTrigger TargetId="Id" />
:*    <LockDoor TargetId="Id" />
:*    <UnlockDoor TargetId="Id" />
:: (You can have more than one and different event types at same time.)


Extract [http://paradox.oni2.net/OniGalore/BINACJBOTrigger.oni this file] if an update on xml tags is needed.
This is a link to [[XML:TRIG|TRIG]] (trigger class), which holds the [[XML:M3GM|M3GM]] (3D model) of the rail and links to [[XML:TRGE|TRGE]] (laser emitter class) and [[XML:OBAN|OBAN]] (animation of the 3D model).


Original classes:
: trigger_arc
: trigger_circle
: trigger_evilbrain
: trigger_long
: trigger_long4x
: trigger_long4xzag
: trigger_rectangle
: trigger_sb3A
: trigger_sb3B
: trigger_short
|-
| <TriggerId>
| int16
| Used by BSL commands. Is it possible to use the same ID for different triggers?
|-
|valign="top"| <Flags>
|valign="top"| flags
|
: InitialActive
: ReverseAnim
: PingPong
|-
|valign="top"| <LaserColor>
|valign="top"| color
| [[wikipedia:RGB_color_model#Numeric_representations|RGB]] value, e.g. <LaserColor>255 0 77</LaserColor>
|-
| <StartPosition>
| float
| Start position of the trigger in the rail; ranges from 0.0 (bottom) to 1.0 (top) in relation to the spawn point of the trigger (spawn point = bottom).
|-
|valign="top"| <Speed>
|valign="top"| float
| This is one of two multipliers. The second multiplier can be set via the BSL command ''trig_speed id speed''.


'''laser movements'''
total_speed = OBAN_speed * multiplier in file * multiplier in BSL
 
The hardest part in setting up triggers was pointing them in the correct direction.  After much testing here are the Rotation numbers for each direction. - EdT
 
http://edt.oni2.net/Lair_Tutorial/Triggerface0.jpg


So if one of the multipliers is set to 0, the trigger will stop moving.
|-
| <EmitterCount>
| int16
| Number of emitters to spawn on the rail?
|-
| <TimeOn>
| int16
| Number of frames that laser should be on in a power cycle.
|-
| <TimeOff>
| int16
| Number of frames that laser should be off in a power cycle.
|-
| <Events>
| -
| int16 array. You can use multiple events.
|-
|valign="top"| <Script Function="call_this_BSL_function" />
|valign="top"| char[32]
| Name of linked BSL function. For example if you use "call_this_BSL_function" here, then write in the BSL script:
''func call_this_BSL_function
{
      dmsg "hi"
}''
|-
| <ActivateTurret TargetId="''Id''" />
| int16
|
|-
| <DeactivateTurret TargetId="''Id''" />
| int16
|
|-
| <ActivateConsole TargetId="''Id''" />
| int16
|
|-
| <DeactivateConsole TargetId="''Id''" />
| int16
|
|-
| <ActivateAlarm TargetId="''Id''" />
| int16
|
|-
| <DeactivateAlaram TargetId="''Id''" />
| int16
|
|-
| <ActivateTrigger TargetId="''Id''" />
| int16
|
|-
| <DeactivateTrigger TargetId="''Id''" />
| int16
|
|-
| <LockDoor TargetId="''Id''" />
| int16
|
|-
| <UnlockDoor TargetId="''Id''" />
| int16
|
|}


Laser Direction 0<br>
==Laser rotations==
<Rotation>0 90 0</Rotation> Moves left of position<br>
The hardest part in setting up triggers is pointing them in the correct direction. Here are the Rotation numbers for each direction.
<Rotation>180 90 0</Rotation> Moves right of position<br>
<Rotation>270 90 0</Rotation>Moves above position<br>
<Rotation>90 90 0</Rotation> Moves below position


[[Image:Trigger rotation.jpg]]


Laser Direction 90<br>
Laser Direction 0:
<Rotation>0 180 0</Rotation> Moves left of position<br>
*<tt><Rotation>0 90 0</Rotation></tt>: Moves left of position
<Rotation>180 180 0</Rotation> Moves right of position<br>
*<tt><Rotation>180 90 0</Rotation></tt>: Moves right of position
<Rotation>270 180 0</Rotation>Moves above position<br>
*<tt><Rotation>270 90 0</Rotation></tt>: Moves above position
<Rotation>90 180 0</Rotation> Moves below position
*<tt><Rotation>90 90 0</Rotation></tt>: Moves below position


Laser Direction 90:
*<tt><Rotation>0 180 0</Rotation></tt>: Moves left of position
*<tt><Rotation>180 180 0</Rotation></tt>: Moves right of position
*<tt><Rotation>270 180 0</Rotation></tt>: Moves above position
*<tt><Rotation>90 180 0</Rotation></tt>: Moves below position


Laser Direction 180<br>
Laser Direction 180:
<Rotation>0 270 0</Rotation> Moves left of position<br>
*<tt><Rotation>0 270 0</Rotation></tt>: Moves left of position
<Rotation>180 270 0</Rotation> Moves right of position<br>
*<tt><Rotation>180 270 0</Rotation></tt>: Moves right of position
<Rotation>270 270 0</Rotation>Moves above position<br>
*<tt><Rotation>270 270 0</Rotation></tt>: Moves above position
<Rotation>90 270 0</Rotation> Moves below position<br>
*<tt><Rotation>90 270 0</Rotation></tt>: Moves below position


Laser Direction 270:
*<tt><Rotation>0 0 0</Rotation></tt>: Moves left of position
*<tt><Rotation>180 0 0</Rotation></tt>: Moves right of position
*<tt><Rotation>270 0 0</Rotation></tt>: Moves above position
*<tt><Rotation>90 0 0</Rotation></tt>: Moves below position


Laser Direction 270<br>
{{XML}}
<Rotation>0 0 0</Rotation> Moves left of position<br>
<Rotation>180 0 0</Rotation> Moves right of position<br>
<Rotation>270 0 0</Rotation>Moves above position<br>
<Rotation>90 0 0</Rotation> Moves below position

Latest revision as of 22:57, 7 May 2022

TRIG : Trigger
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

TRGV << Other OBJC >> TURR

switch to OBD page

General information

  • The XML on this page was tested with OniSplit v0.9.94.0.
  • BINACJBOTrigger is level-specific (levelx_Final.dat).

BSL support

Command Description Example
marketing_line_off turns the laser line off marketing_line_off = 1
trig_activate trigger_id:int activates a trigger trig_activate 2
trig_deactivate trigger_id:int deactivates a trigger trig_deactivate 2
trig_hide trigger_id:int hides a trigger, disables also laser trig_hide 91
trig_show trigger_id:int shows a trigger trig_show 91
trig_speed trigger_id:int volume:float sets a triggers speed trig_speed 514 .15
trig_reset trigger_id:int resets a trigger to non-triggered state trig_reset 91

File structure

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

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

Example

XML TRIG trigger modded.jpg
       <TRIG Id="8136">
           <Header>
               <Flags></Flags>
               <Position>-445 68 -1362</Position>
               <Rotation>270 8.65141646E-06 180.000015</Rotation>
           </Header>
           <OSD>
               <Class>trigger_long</Class>
               <TriggerId>1</TriggerId>
               <Flags>44</Flags>
               <LaserColor>0 0 255</LaserColor>
               <StartPosition>0</StartPosition>
               <Speed>0</Speed>
               <EmitterCount>3</EmitterCount>
               <Offset_0075>0</Offset_0075>
               <Offset_0077>0</Offset_0077>
               <Events>
                   <Script Function="calling_this_BSL_function" />
                   <ActivateTurret TargetId="1" />
                   <DeactivateTurret TargetId="2" />
                   <ActivateConsole TargetId="3" />
                   <DeactivateConsole TargetId="4" />
                   <ActivateAlarm TargetId="5" />
                   <DeactivateAlaram TargetId="6" />
                   <ActivateTrigger TargetId="7" />
                   <DeactivateTrigger TargetId="8" />
                   <LockDoor TargetId="9" />
                   <UnlockDoor TargetId="10" />
               </Events>
           </OSD>
       </TRIG>

Tags

Tag Type Description
<TRIG Id="..."> integer You can also use <TRIG> without the ID parameter.
<Header> -
<Flags> flag Used in the past.
<Position> float x3 Trigger is spawned at this XYZ position.
<Rotation> float x3 Trigger has this XYZ rotation (in degrees).
<OSD> -
<Class> char[63] TRIGfile.oni

This is a link to TRIG (trigger class), which holds the M3GM (3D model) of the rail and links to TRGE (laser emitter class) and OBAN (animation of the 3D model).

Original classes:

trigger_arc
trigger_circle
trigger_evilbrain
trigger_long
trigger_long4x
trigger_long4xzag
trigger_rectangle
trigger_sb3A
trigger_sb3B
trigger_short
<TriggerId> int16 Used by BSL commands. Is it possible to use the same ID for different triggers?
<Flags> flags
InitialActive
ReverseAnim
PingPong
<LaserColor> color RGB value, e.g. <LaserColor>255 0 77</LaserColor>
<StartPosition> float Start position of the trigger in the rail; ranges from 0.0 (bottom) to 1.0 (top) in relation to the spawn point of the trigger (spawn point = bottom).
<Speed> float This is one of two multipliers. The second multiplier can be set via the BSL command trig_speed id speed.

total_speed = OBAN_speed * multiplier in file * multiplier in BSL

So if one of the multipliers is set to 0, the trigger will stop moving.

<EmitterCount> int16 Number of emitters to spawn on the rail?
<TimeOn> int16 Number of frames that laser should be on in a power cycle.
<TimeOff> int16 Number of frames that laser should be off in a power cycle.
<Events> - int16 array. You can use multiple events.
<Script Function="call_this_BSL_function" /> char[32] Name of linked BSL function. For example if you use "call_this_BSL_function" here, then write in the BSL script:
func call_this_BSL_function
{
     dmsg "hi"
}
<ActivateTurret TargetId="Id" /> int16
<DeactivateTurret TargetId="Id" /> int16
<ActivateConsole TargetId="Id" /> int16
<DeactivateConsole TargetId="Id" /> int16
<ActivateAlarm TargetId="Id" /> int16
<DeactivateAlaram TargetId="Id" /> int16
<ActivateTrigger TargetId="Id" /> int16
<DeactivateTrigger TargetId="Id" /> int16
<LockDoor TargetId="Id" /> int16
<UnlockDoor TargetId="Id" /> int16

Laser rotations

The hardest part in setting up triggers is pointing them in the correct direction. Here are the Rotation numbers for each direction.

Trigger rotation.jpg

Laser Direction 0:

  • <Rotation>0 90 0</Rotation>: Moves left of position
  • <Rotation>180 90 0</Rotation>: Moves right of position
  • <Rotation>270 90 0</Rotation>: Moves above position
  • <Rotation>90 90 0</Rotation>: Moves below position

Laser Direction 90:

  • <Rotation>0 180 0</Rotation>: Moves left of position
  • <Rotation>180 180 0</Rotation>: Moves right of position
  • <Rotation>270 180 0</Rotation>: Moves above position
  • <Rotation>90 180 0</Rotation>: Moves below position

Laser Direction 180:

  • <Rotation>0 270 0</Rotation>: Moves left of position
  • <Rotation>180 270 0</Rotation>: Moves right of position
  • <Rotation>270 270 0</Rotation>: Moves above position
  • <Rotation>90 270 0</Rotation>: Moves below position

Laser Direction 270:

  • <Rotation>0 0 0</Rotation>: Moves left of position
  • <Rotation>180 0 0</Rotation>: Moves right of position
  • <Rotation>270 0 0</Rotation>: Moves above position
  • <Rotation>90 0 0</Rotation>: Moves below position