XML:BINA/OBJC/TRIG: Difference between revisions
Jump to navigation
Jump to search
Paradox-01 (talk | contribs) m (random tests proofs 2 more events ok, more tests maybe later) |
m (→Laser rotations: localized image) |
||
(24 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
{{XML_OBJC_Header | prev=TRGV | type=TRIG | next=TURR | name=Trigger}} | |||
==General information== | |||
* The XML on this page was tested with OniSplit v0.9.94.0. | |||
* BINACJBOTrigger is level-specific (level''x''_Final.dat). | |||
==BSL support== | |||
{| class="wikitable" width="100%" | |||
!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"?> | <?xml version="1.0" encoding="utf-8"?> | ||
<Oni | <Oni> | ||
< | <Objects> | ||
'''''[...]''''' | '''''[...]''''' | ||
</ | </Objects> | ||
</Oni> | </Oni> | ||
'''''[...]''''' means at least one trigger. Paste all trigger data | '''''[...]''''' 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''' | ||
[[Image:XML_TRIG_trigger_modded.jpg|400px|right|thumb]] | |||
[ | |||
'''<font color="#0A0">< | '''<font color="#0A0"><TRIG Id="8136"></font>''' | ||
<Header> | <Header> | ||
<Flags> | <Flags></Flags> | ||
<Position>-445 68 -1362</Position> | <Position>-445 68 -1362</Position> | ||
<Rotation>270 8.65141646E-06 180.000015</Rotation> | <Rotation>270 8.65141646E-06 180.000015</Rotation> | ||
Line 49: | Line 70: | ||
<Offset_0077>0</Offset_0077> | <Offset_0077>0</Offset_0077> | ||
<Events> | <Events> | ||
<Script Function="calling_this_BSL_function" /> | |||
<ActivateTurret TargetId="1" /> | <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> | </Events> | ||
</OSD> | </OSD> | ||
'''<font color="#0A0"></ | '''<font color="#0A0"></TRIG></font>''' | ||
==Tags== | |||
{| class="wikitable" width="100%" | |||
!width=280px| Tag | |||
!width=60px| 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> | |||
| - | |||
| | |||
|- | |||
|valign="top"| <Class> | |||
|valign="top"| char[63] | |||
| <font color="#777777">TRIG</font>file<font color="#777777">.oni</font> | |||
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''. | |||
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. | |||
|- | |||
|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 rotations== | |||
The hardest part in setting up triggers is pointing them in the correct direction. Here are the Rotation numbers for each direction. | |||
[[Image:Trigger rotation.jpg]] | |||
Laser Direction 0: | |||
*<tt><Rotation>0 90 0</Rotation></tt>: Moves left of position | |||
*<tt><Rotation>180 90 0</Rotation></tt>: Moves right of position | |||
*<tt><Rotation>270 90 0</Rotation></tt>: Moves above 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: | |||
*<tt><Rotation>0 270 0</Rotation></tt>: Moves left of position | |||
*<tt><Rotation>180 270 0</Rotation></tt>: Moves right of position | |||
*<tt><Rotation>270 270 0</Rotation></tt>: Moves above position | |||
*<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 | |||
{{XML}} | |||
Latest revision as of 22:57, 7 May 2022
TRIG : Trigger | ||
---|---|---|
XML
AKEV << Other file types >> CONS TMBD << Other BINA >> ONIE TRGV << Other OBJC >> TURR |
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
<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:
|
<TriggerId> | int16 | Used by BSL commands. Is it possible to use the same ID for different triggers? |
<Flags> | flags |
|
<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.
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