XML:BINA/PAR3: Difference between revisions

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m (<Chop /> doesn't cause Die event)
m (a little wording tweak under <DisplayType>, but we still need to answer these questions some day)
 
(20 intermediate revisions by 3 users not shown)
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{{XML_BINA_Header|prev=ONIE|type=PAR3|next=SABD|name=Particle v3}}
{{XML_BINA_Header|prev=ONIE|type=PAR3|next=SABD|name=Particles}}


==file structure==  
===File structure===
  <?xml version="1.0" encoding="utf-8"?>
  <?xml version="1.0" encoding="utf-8"?>
  <Oni>
  <Oni>
Line 7: Line 7:
         <Options>
         <Options>
             <Lifetime></Lifetime>
             <Lifetime></Lifetime>
             <DisableDetailLevel>[... see '''[[#options|HERE]]''' for a possible flag]</DisableDetailLevel>
             <DisableDetailLevel>[... see '''[[#Options|HERE]]''' for possible flags]</DisableDetailLevel>
             <Decorative></Decorative>
             <Decorative></Decorative>
             [...]
             [...]
Line 15: Line 15:
         </Properties>
         </Properties>
         <Appearance>
         <Appearance>
             <DisplayType>[... see '''[[#appearance|HERE]]''' for a possible flag]</DisplayType>
             <DisplayType>[... see '''[[#Appearance|HERE]]''' for possible flags]</DisplayType>
             [...]
             [...]
         </Appearance>
         </Appearance>
         <Attractor>
         <Attractor>
             <Target>[... see '''[[#attractor|HERE]]''' for a possible flag]</Target>
             <Target>[... see '''[[#Attractor|HERE]]''' for possible flags]</Target>
             <Selector>[... see '''[[#attractor|HERE]]''' for a possible flag]</Selector>
             <Selector>[... see '''[[#Attractor|HERE]]''' for possible flags]</Selector>
             <Class />
             <Class />
             [...]
             [...]
         </Attractor>
         </Attractor>
         '''[[#variable storage types|<Variables>]]'''
         '''[[#Variable storage types|<Variables>]]'''
             [...]
             [...]
         </Variables>
         </Variables>
         <Emitters>
         <Emitters>
             <Emitter>
             <Emitter>
                 [... see '''[[#emitter|HERE]]''' for emitter data]
                 [... see '''[[#Emitter|HERE]]''' for emitter data]
             </Emitter>
             </Emitter>
         </Emitters>
         </Emitters>
         <Events>
         <Events>
             [... see '''[[#event types|HERE]]''' for '''''<event_type_tag>''''']
             [... see '''[[#Event types|HERE]]''' for '''''<event_type_tag>''''']
  [... see '''[[#action types and parameters|HERE]]''' for '''<action_type_tag>''']
  [... see '''[[#Action types and parameters|HERE]]''' for '''<action_type_tag>''']
                     [... see '''[[#action types and parameters|HERE]]''' for '''''<parameter_tag>[[#parameter value types|value]]</parameter_tag>''''']
                     [... see '''[[#Action types and parameters|HERE]]''' for '''''<parameter_tag>[[#Parameter value types|value]]</parameter_tag>''''']
  ''<action_type_tag>''
  ''<action_type_tag>''
             ''</event_type_tag>''
             ''</event_type_tag>''
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==options==
===Options===
{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
!width=200px| XML tag
!width=200px| XML tag
!width=100px| content type
!width=100px| Content type
! description
! Description
|-
|-
|valign=top| <Lifetime>
|valign=top| <Lifetime>
|valign=top| float
|valign=top| float
| Particle exist for X seconds.
| Particle exists for X seconds.
: X is float value, so you could write 1.5 if 1 second is too less and 2 too many.
: X is a float value, so you could write 1.5 if 1 second is too low and 2 is too high.
: 0 means an infinite lifetime.
: 0 means an infinite lifetime.
|-
|-
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|valign=top| <Decorative>
|valign=top| <Decorative>
|valign=top| flag
|valign=top| flag
| Might not always be updated by the engine.
| Lower priority for engine; a decorative particle might not always be updated.
: true
: true
: false
: false
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|valign=top| <InitiallyHidden>
|valign=top| <InitiallyHidden>
|valign=top| flag
|valign=top| flag
| Hides the particle on creation.
| Hides the particle upon creation.
: true
: true
: false
: false
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|valign=top| <DontAttractThroughWalls>
|valign=top| <DontAttractThroughWalls>
|valign=top| flag
|valign=top| flag
| Particle will not detect attractors if there is a wall between it and the potential attractor.
| Particle will not detect potential attractor if there is a wall between it and the particle.
: true
: true
: false
: false
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|valign=top| <FlyBySoundName />  
|valign=top| <FlyBySoundName />  
|valign=top| link
|valign=top| link
| Sound used when the particle passes by you. Check: does the engine apply the Doppler effect or is it in the sound file itself?
| Sound used when the particle passes by you. To check: does the engine apply the Doppler effect or is it in the sound file itself?
: <font color="#777777">OSBD</font>file<font color="#777777">.imp.oni</font>
: <font color="#777777">OSBD</font>file<font color="#777777">.imp.oni</font>
|}
|}




==properties==
===Properties===
{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
!width=200px| XML tag
!width=200px| XML tag
!width=100px| content type
!width=100px| Content type
! description
! Description
|-
|-
|valign=top| <HasVelocity>
|valign=top| <HasVelocity>
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|valign=top| <HasOrientation>
|valign=top| <HasOrientation>
|valign=top| flag
|valign=top| flag
| Needed if the particle is to be able to turn around?
| Needed if the particle is to be able to turn?
: true
: true
: false
: false
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|valign=top| <HasTextureStartTick>
|valign=top| <HasTextureStartTick>
|valign=top| flag
|valign=top| flag
| Used with animated particles. (Documentation Needed).
| Used with animated particles. (Documentation Needed)
: true
: true
: false
: false
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|valign=top| <HasTextureTick>
|valign=top| <HasTextureTick>
|valign=top| flag
|valign=top| flag
| Used with animated particles. (Documentation Needed).
| Used with animated particles. (Documentation Needed)
: true
: true
: false
: false
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|Used for particles to either:
|Used for particles to either:
: A. Not damage a character
: A. Not damage a character
: B. Credit a character with damage\kills
: B. Credit a character with damage/kills
For this to work properly, the parent of the character must have this set, and the parent of said parent, etc, up to the original particle.
For this to work properly, the parent of the character must have this set, and the parent of said parent, etc., up to the original particle.
: true
: true
: false
: false
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==appearance==
===Appearance===
{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
!width=200px| XML tag
!width=200px| XML tag
!width=100px| content type
!width=100px| Content type
! description
! Description
|-
|-
|valign=top| <DisplayType>
|valign=top| <DisplayType>
|valign=top| flag
|valign=top| flag
| How the particle is displayed. (Please Document)
| How the particle is displayed. (Documentation needed.)
: Sprite
: Sprite - always faces screen (ignores <HasOrientation>)
: RotatedSprite
: RotatedSprite - always faces screen but can rotate on Z axis (the depth axis); needs <HasOrientation>true
: Beam - bullet textures and such
: Beam - rotates so it can be seen from all directions but not when origin's Z axis is identical to ''screen axis''?; needs <HasOrientation>true
: Arrow
: Arrow - fixed to one axis of the origin (forward?); needs <HasOrientation>true
: Flat
: Flat - fixed to one axis of the origin (side?); needs <HasOrientation>true
: OrientedContrail
: OrientedContrail - no standard, needs setup somewhere else; needs <HasOrientation>?
: Discuss
: Discuss - no standard, needs setup somewhere else; needs <HasOrientation>?
: Decal - sticks to a wall
: Decal - sticks to a wall
: Geometry - uses an M3GM
: Geometry - uses an M3GM; needs <HasOrientation>?
|-
|-
|valign=top| <TexGeom>
|valign=top| <TexGeom>
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|valign=top| <UseSpecialTint>
|valign=top| <UseSpecialTint>
|valign=top| flag
|valign=top| flag
| Research note: "true" can be found in BINA3RAPbarab_p02.xml
| Color is based on the health of the character who owns the particle (see the Barabas regeneration particle BINA3RAPbarab_p02 for an example). These colors are the same ones [[XML:ONGS#The_health_display_meter|specified for the health bar using ONGS]].
: true
: true
: false
: false
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|valign=top| <DecalWrapAngle>
|valign=top| <DecalWrapAngle>
|valign=top| float
|valign=top| float
| Degrees. Decal isn't cut off when the next plane piece has an angle difference equal or less to this value.
| Degrees. Decal isn't cut off for any connecting planes which meet at an angle equal to or less than this value.
|}
|}


 
===Attractor===
==attractor==
{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
!width=200px| XML tag
!width=200px| XML tag
!width=100px| content type
!width=100px| Content type
! description
! Description
|-
|-
|valign=top| <Target>
|valign=top| <Target>
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|valign=top| <Class />
|valign=top| <Class />
|valign=top| float
|valign=top| float
| Name of a paritcle that this particle is attracted to.
| Name of a particle that this particle is attracted to.
|-
|-
|valign=top|<MaxDistance>
|valign=top|<MaxDistance>
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==variable storage types==
===Variable storage types===
{|class="wikitable" width="100%"
{|class="wikitable" width="100%"
!XML tag
!XML tag
!description
!Description
|-
|-
|<Float Name="''variable''">''float_value''</Float>
|<Float Name="''variable''">''float_value''</Float>
|A Float.
|A float.
|-
|-
|<Color Name="''variable''">''R G B [A]''</Color>
|<Color Name="''variable''">''R G B [A]''</Color>
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|-
|-
|<PingPongState Name="''variable''">''?''</PingPongState>
|<PingPongState Name="''variable''">''?''</PingPongState>
|A float from 0.0-1.0, describes where in the ping pong state the event is. (If my memory is correct)
|A float from 0.0-1.0, describes where in the ping-pong state the event is (if my memory is correct).
|}
|}




==parameter value types==
===Parameter value types===
Grey is additional for variable section.
Grey is additional for variable section.
{|class="wikitable" width="100%"
{|class="wikitable" width="100%"
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7 - color; constant; 1 color follows
7 - color; constant; 1 color follows


8 - color; random; 2 color follow (min, max)
8 - color; random; 2 colors follow (min, max)


9 - color; bell curve; 2 color follow (mean, stddev)
9 - color; bell curve; 2 colors follow (mean, stddev)
|
|
<font color="#777777"><Color Name="''variable''"></font>''R G B''<font color="#777777"></Color></font>
<font color="#777777"><Color Name="''variable''"></font>''R G B''<font color="#777777"></Color></font>
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==emitter==
===Emitter===
{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
!width=200px| XML tag
!width=200px| XML tag
!width=100px| content type
!width=100px| Content type
! description
! Description
|-
|-
|valign=top| <Class>
|valign=top| <Class>
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: CycleAttractors
: CycleAttractors


recherche notes - files with Unknown0020 flag:
Research notes - files with Unknown0020 flag:


BINA3RAPw8_mbo_p07, BINA3RAPw8_mbo_e03, BINA3RAPw12_ba2_e03, BINA3RAPw10_sni_p01, BINA3RAPpstream_flicker, BINA3RAPheadlight02, BINA3RAPheadlightStart, BINA3RAPheadlight01
BINA3RAPw8_mbo_p07, BINA3RAPw8_mbo_e03, BINA3RAPw12_ba2_e03, BINA3RAPw10_sni_p01, BINA3RAPpstream_flicker, BINA3RAPheadlight02, BINA3RAPheadlightStart, BINA3RAPheadlight01
Line 501: Line 500:
|valign=top| <TurnOffTreshold>
|valign=top| <TurnOffTreshold>
|valign=top| integer
|valign=top| integer
| Tag contains the number (threshold) of particle which must be reached before emitter becomes turned off. Threshold needs two flags to be set: IncreaseParticleCount and TurnOffAtTreshold.
| Tag contains the number (threshold) of particle which must be reached before emitter gets turned off. Threshold needs two flags to be set: IncreaseParticleCount and TurnOffAtTreshold.
|-
|-
|valign=top| <Probability>
|valign=top| <Probability>
|valign=top| float
|valign=top| float
|
|
Let's say threshold was set to 10 and probability to 0.5 then you might get 5 particle emitted, sometimes less, sometime more, it's an average. (threshold * probability = emitted particle)  
Let's say threshold was set to 10 and probability to 0.5: then you might get 5 particles emitted, sometimes less, sometimes more; it's an average. (threshold * probability = emitted particle)  
|-
|-
|valign=top| <Copies>
|valign=top| <Copies>
|valign=top| integer
|valign=top| integer
| It's actually a multiplier, set it to 0 and no particle will be emitted. Copies doesn't effects the treshold counting. The copies become emitted at the same place as the original particle so you might not see any difference (because they overlay each other) until they have a random movement.
| It's actually a multiplier; set it to 0 and no particle will be emitted. Copies doesn't affect the threshold counting. The copies are emitted at the same place as the original particle so you might not see any difference (because they overlap each other) until they have a random movement.
|-
|-
|valign=top| <LinkTo>
|valign=top| <LinkTo>
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==event types==
===Event types===
: Update
: Update
: Pulse
: Pulse
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{|class="wikitable" width="100%"
{|class="wikitable" width="100%"
|width=50%|
|width=55%|
'''schemata 1'''
'''schemata 1'''


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                 <''action_tag_'''without_parameter''''' />
                 <''action_tag_'''without_parameter''''' />
             </''Event''>
             </''Event''>
|width=50%|
|width=45%|
'''example 1'''
'''example 1'''


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             <''Event''>
             <''Event''>
                 <''action_tag_'''with_parameter'''''>
                 <''action_tag_'''with_parameter'''''>
                    <''parameter_tag''>''value_or_variable''</parameter_tag>
                  <''parameter_tag''>''value_or_variable''</parameter_tag>
                 </''action_tag_'''with_parameter'''''>
                 </''action_tag_'''with_parameter'''''>
             </''Event''>
             </''Event''>
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|}
|}


 
===Action types and parameters===
==action types and parameters==
{| class="wikitable"
{| class="wikitable"
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
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{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
!width=160px| XML tag
!width=160px| XML tag
!width=120px| content type
!width=120px| Content type
! description
! Description
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| <AnimateLinear>
| <AnimateLinear>
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| <TimeToDie>
| <TimeToDie>
| float
| float
| particle becomes killed after X seconds, it fades out during that time
| Particle gets killed after X seconds; it fades out during that time.
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| <EnableAtTime>
| <EnableAtTime>
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| <Action>
| <Action>
| integer
| integer
| has action X as target in Update event section
| Has action X as target in Update event section.
|-
|-
| <Lifetime>
| <Lifetime>
| float
| float
| Lifetime of the particle MINUS the value stored in this field yields the moment from particle's spawn when the targeted action (action from the "Action" tag) starts operating. Till that moment, the targeted action is held inactive.<BR><font size=1>Example:<BR>Particle's lifetime ticks in a decreasing manner. If the lifetime of the particle is set to be 3.0, then it ticks from 3.0 down to 0.0 (at 0.0, Lifetime event is called).<BR>Now, if lifetime of the particle is set to be 3.0 and value here in this tag is 1.0, then from the moment the particle is spawned, this EnableAtTime's targeted action (the action inside "Action" tag) will be disabled and will activate only after the particle' lifetime crosses value (3.0-1.0) = 2.0 seconds. That means the targeted action will activate 2 seconds after the particle was spawned.<BR>This mechanism is quite counter-intuitive, hence the detailed description.</font>
| Lifetime of the particle MINUS the value stored in this field yields the delay from the particle's spawn until the targeted action (action from the "Action" tag) starts operating. Till that moment, the targeted action is held inactive.<BR><font size=1>Example:<BR>If the lifetime of the particle is set to be 3.0, then it counts down from 3.0 to 0.0 (at 0.0, Lifetime event is called).<BR>Now, if the lifetime of the particle is set to be 3.0 and the value here in this tag is 1.0, then from the moment the particle is spawned, this EnableAtTime's targeted action (the action inside the "Action" tag) will be disabled and will activate only after the particle's lifetime goes from 3.0 to 1.0, that is, in 2.0 seconds. That means the targeted action will activate 2 seconds after the particle was spawned.<BR>This mechanism is quite counter-intuitive, hence the detailed description.</font>
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| <DisableAtTime>
| <DisableAtTime>
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| <Action>
| <Action>
| integer
| integer
| has action X as target in Update event section
| Has action X as target in Update event section.
|-
|-
| <Lifetime>
| <Lifetime>
| float
| float
| Lifetime of the particle MINUS the value stored in this field yields the moment from particle's spawn when the targeted action (action from the "Action" tag) stops operating. Till that moment, the targeted action is kept active.<BR><font size=1>Example:<BR>Particle's lifetime ticks in a decreasing manner. If the lifetime of the particle is set to be 3.0, then it ticks from 3.0 down to 0.0 (at 0.0, Lifetime event is called).<BR>Now, if lifetime of the particle is set to be 3.0 and value here in this tag is 1.0, then from the moment the particle is spawned, this EnableAtTime's targeted action (the action inside "Action" tag) will be working and will deactivate only after the particle' lifetime crosses value (3.0-1.0) = 2.0 seconds. That means the targeted action will deactivate 2 seconds after the particle was spawned.<BR>This mechanism is quite counter-intuitive, hence the detailed description.</font>
| Lifetime of the particle MINUS the value stored in this field yields the delay from the particle's spawn until the targeted action (action from the "Action" tag) stops operating. Till that moment, the targeted action is kept active.<BR><font size=1>Example:<BR>If the lifetime of the particle is set to be 3.0, then it counts down from 3.0 to 0.0 (at 0.0, Lifetime event is called).<BR>Now, if lifetime of the particle is set to be 3.0 and value here in this tag is 1.0, then from the moment the particle is spawned, this EnableAtTime's targeted action (the action inside "Action" tag) will be operating and will deactivate only after the particle's lifetime goes from 3.0 to 1.0, that is, in 2.0 seconds. That means the targeted action will deactivate 2 seconds after the particle was spawned.<BR>This mechanism is quite counter-intuitive, hence the detailed description.</font>
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| <Die />
| <Die />
| -
| -
this action triggers Die event
This action triggers the Die event.
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| <SetLifetime>
| <SetLifetime>
Line 1,008: Line 1,006:
| <Time>
| <Time>
| float
| float
| particle becomes killed after X seconds
| Particle gets killed after X seconds.
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| <EmitActivate>
| <EmitActivate>
Line 1,068: Line 1,066:
| <Sound>
| <Sound>
| link
| link
| <font color="#AAAAAA">OSBD</font>''file_name''<font color="#AAAAAA">.amb.oni</font> (file prefix OSBD and suffix .amb.oni not used)
| <font color="#AAAAAA">OSBD</font>''file_name''<font color="#AAAAAA">.amb.oni</font> (file prefix "OSBD" and suffix ".amb.oni" are not included)
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| <EndAmbientSound />
| <EndAmbientSound />
Line 1,080: Line 1,078:
| <Sound>
| <Sound>
| link
| link
| <font color="#AAAAAA">OSBD</font>''file_name''<font color="#AAAAAA">.imp.oni</font> (file prefix OSBD and suffix .imp.oni not used)
| <font color="#AAAAAA">OSBD</font>''file_name''<font color="#AAAAAA">.imp.oni</font> (file prefix "OSBD" and suffix ".imp.oni" are not included)
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| <DamageChar>
| <DamageChar>
Line 1,096: Line 1,094:
| <KnockBack>
| <KnockBack>
| float
| float
| Character gets moved from its current position by "knockback value" game world units with 0.1 precision.<BR><font size=1>(Example: If value here is 100, char gets moved cca 99,9 units)</font>
| Character gets moved from its current position by "knockback value", in game world units with 0.1 precision.<BR><font size=1>(Example: If value here is 100, char gets moved ~99.9 units)</font>
Negative values work as well, they reverse the direction. <font size=1>(Instead of being "knocked back", the character is "drawn in")</font>
Negative values work as well -- instead of being "knocked back", the character is "drawn in".
|-
|-
| <DamageType>
| <DamageType>
Line 1,118: Line 1,116:
| <CanHitMultiple>
| <CanHitMultiple>
| flag
| flag
| tag is missing if value is 0
| Tag is missing if value is 0.
: 0 - can be applied multiple times on the target character
: 0 - can be applied only once on the character, then is ignored
: 1 - can be applied only once on the character, then is ignored (hurts the target character strictly only once)
: 1 - can be applied multiple times on the target character
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| <DamageBlast>
| <DamageBlast>
Line 1,132: Line 1,130:
| <StunDamage>
| <StunDamage>
| float
| float
| Same as the DamageChar's StunDamage
| Same as the DamageChar's StunDamage.
|
|-
|-
| <KnockBack>
| <KnockBack>
| float
| float
| Same as the DamageChar's Knockback
| Same as the DamageChar's Knockback.
|
|-
|-
| <Radius>
| <Radius>
| float
| float
| Radius of the damaging sphere.<BR><font size=1>(Example: If value here is 100, character gets damaged if its distance from the position of the damaging particle is less then or equal to 100 game world units.</font>
| Radius of the damaging sphere.<BR><font size=1>(Example: If value here is 100, character gets damaged if its distance from the position of the damaging particle is less than or equal to 100 game world units.</font>
|
|-
|-
| <FallOff>
| <FallOff>
Line 1,175: Line 1,170:
| <DamageEnvironment>
| <DamageEnvironment>
| flag
| flag
| <font color="#777777">This tag is not exported if the data field in the oni file is "00". It is exported when "0A" was set.</font>
| <font color="#777777">This tag is not exported if the data field in the .oni file is "00". It is exported when "0A" was set.</font>
: 0
: 0
: 1
: 1
Line 1,181: Line 1,176:
| <Explode />
| <Explode />
| -
| -
| this action triggers Explode event
| This action triggers the Explode event.
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| <DamageEnvironment>
| <DamageEnvironment>
Line 1,205: Line 1,200:
| <Stop />
| <Stop />
| -
| -
| this action triggers Stop event
| This action triggers the Stop event.
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| <RotateX>
| <RotateX>
Line 1,481: Line 1,476:
| <Chop />
| <Chop />
| -
| -
| this action kills the particle without triggering the Die event
| This action kills the particle without triggering the Die event.
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| [[XML:Impt|<ImpactEffect>]]
| [[XML:Impt|<ImpactEffect>]]
Line 1,489: Line 1,484:
| <ImpactType>
| <ImpactType>
|
|
| Name of impact, registered in ONIE. The looked up material is known from collided particle. Impt and Mtrl file must exist
| Name of impact, registered in ONIE. The looked-up material is known from the colliding particle. Impt and Mtrl files must exist.
|-
|-
| <ImpactModifier>
| <ImpactModifier>
Line 1,497: Line 1,492:
| <Show />
| <Show />
| -
| -
| unhide particle
| Unhide particle.
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| <Hide />
| <Hide />
| -
| -
| hide particle, cannot collide with characters anymore, emitters stay active
| Hide particle; cannot collide with characters anymore, emitters stay active.
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| <SetTextureTick>
| <SetTextureTick>
Line 1,569: Line 1,564:
| <Action>
| <Action>
| integer
| integer
| enables action X in Update event section
| Enables action X in Update event section.
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| <DisableNow>
| <DisableNow>
Line 1,577: Line 1,572:
| <Action>
| <Action>
| integer
| integer
| disables action X in Update event section
| Disables action X in Update event section.
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| <SuperBallTrigger>
| <SuperBallTrigger>
Line 1,705: Line 1,700:
|}
|}


==glass-piercing bullets==
===Glass-piercing bullets===
In the original game, w1_tap goes through normal glass and loses its dangerousness while a bullet of w8_mbo stays dangerous.
In the original game, w1_tap goes through normal glass and loses its dangerousness, while a bullet of w8_mbo stays dangerous.


Particle can perform ''actions'' if a ''hit wall event'' occurs (<CollideWithWalls> must be true). If the particle hits a breakable material (glass) then <StopIfBreakable /> stops the actions that comes after StopIfBreakable. The particle continue to fly. If it hits now a non-breakable material, all actions are executed.
Particle can perform ''actions'' if a ''hit wall event'' occurs (<CollideWithWalls> must be true). If the particle hits a breakable material (glass), then <StopIfBreakable /> stops the actions that come after StopIfBreakable. The particle continues to fly. If it then hits a non-breakable material, all actions are executed.


If you want to break glass, put <DamageEnvironment> before <StopIfBreakable />.
If you want to break glass, put <DamageEnvironment> before <StopIfBreakable />.
Line 1,743: Line 1,738:




=notes on locklights=
===Notes on locklights===
{|class="wikitable" width="100%"
{|class="wikitable" width="100%"
|
|width=50%|
         [...]
         [...]
             <Tint>color</Tint>
             <Tint>color</Tint>
Line 1,789: Line 1,784:
         </Events>
         </Events>
|valign=top|
|valign=top|
Locklights are particle which indicate whether a door is locked or not.
Locklights are the particles which indicate whether a door is locked or not.
 
 
They are presented in [[OBD:ONLV|ONLV]] (ENVP section) with different names but are all called from "BINA3RAPlocklight.xml" and "BINA3RAPlocklight2.xml".


They are present in [[OBD:ONLV|ONLV]] (ENVP section) with different names, but are all called from "BINA3RAPlocklight.xml" and "BINA3RAPlocklight2.xml".


The locklight becomes created on level start.
The locklight is created on level start.


 
The Update event has three actions: '''<u>the first one has ID 0</u>''', the second has '''<u><font color="#AA0000">ID 1</font></u>''', and the third has '''<u><font color="#00AA00">ID 2</font></u>'''.
The Update event has three action: '''<u>first one has ID 0</u>''', second has '''<u><font color="#AA0000">ID 1</font></u>''', and third action has '''<u><font color="#00AA00">ID 2</font></u>'''.




Line 1,804: Line 1,796:
|}
|}


'''The BINA3RAPlocklight.xml original file doesn't allow new events because of its buggy behavior.''' Gumby solved the problem by putting the "SetVariable" code into the start and stop event. During a final test additional code showed accidentally that particles identifies doors as characters. A small vid can be seen [http://www.youtube.com/watch?v=kY8uH5vRt3Q here.]
'''The vanilla BINA3RAPlocklight file doesn't allow new events because of its buggy behavior.''' Gumby solved the problem by putting the "SetVariable" code into the start and stop event. Additional testing discovered that particles identify doors as characters. A small vid can be seen here (<nowiki>https://www.youtube.com/watch?v=kY8uH5vRt3Q</nowiki>, dead link).


{{divhide|See used code here > }}
{{divhide|See used code here > }}
Line 1,946: Line 1,938:
{{divhide|end}}
{{divhide|end}}


 
===How to set up decorative decals===
=how to set up decorative decals=
What are decals?
What are decals?
: Decals are images glued onto a wall or ground.
: Decals are images glued onto a wall or ground.
: They are used for additional level design and to show weapon damage on surroundings.
: They are used for additional level design and to show weapon damage on surroundings.
: The following steps will show you how to set up a piece of design (poster/warning sign/whatever) into a level.
: The following steps will show you how to place a decorative texture (poster/warning sign/whatever) into a level.
 


==step 1 - extending the particle collection==
====Step 1 - extending the particle collection====
* [[XML:BINA/OBJC/PART|Particle collections]] are level specific.
* [[XML:BINA/OBJC/PART|Particle collections]] are level specific.
* <Position> .. Choose a position for your decal.
* <Position> .. Choose a position for your decal.
: '''The maximal tolerance distance counts 10 units.''' Let's say the ground height (y) is 45 and the particle is spawned at 55 then this is the maximal tolerance; 56 wouldn't work.
: '''The maximum tolerance distance counts 10 units.''' Let's say the ground height (y) is 45 and the particle is spawned at 55: then this is the maximum tolerance; 56 wouldn't work.
: '''"chr_debug_characters = 1"''' helps you. But note that the y value is not the head's or pelvis' height, it is at the deepest point of your feet.
: '''"chr_debug_characters = 1"''' helps you. But note that the y value is not the head or pelvis height -- it is at the lowest point of the feet.
* <Rotation> .. '''see [[#decal_facing|"decal facing"]]'''
* <Rotation> .. '''see [[#Decal_facing|"decal facing"]]'''
* <Class> .. this is your [[#step_2_-_creating_BINA3RAP_file|particle file]]
* <Class> .. this is your [[#Step_2_-_creating_BINA3RAP_file|particle file]]
* <Tag> .. optional; '''used when you want to activate or deactivate decals or other particle via BSL'''
* <Tag> .. optional; '''used when you want to activate or deactivate decals or other particle via BSL'''
* <Flags> .. "not initially created" flag (2) or nothing (1; 4; 8)
* <Flags> .. "not initially created" flag (2) or nothing (1; 4; 8)
* <XScale> .. Scaling of decal's X dimension on ''individual level'' (you can use the 3RAP's own scaling (<Scale>) for accumulative scaling (this would affect all decals in the collection))
* <XScale> .. Scaling of decal's X dimension on an ''individual level'' (you can use the 3RAP's own scaling (<Scale>) for accumulative scaling (this would affect all decals in the collection))


         <Object Id="11291" Type="PART">
         <Object Id="11291" Type="PART">
Line 1,972: Line 1,962:
             </Header>
             </Header>
             <OSD>
             <OSD>
                 [[#step_2_-_creating_BINA3RAP_file|<Class>]]'''<font color="#00AA00">decal_particle_name</font>'''</Class>
                 [[#Step_2_-_creating_BINA3RAP_file|<Class>]]'''<font color="#00AA00">decal_particle_name</font>'''</Class>
                 [[#step_4_-_show_or_hide_decals_via_BSL|<Tag>]]'''<font color="#0000FF">decal_BSL_name</font>'''</Tag>
                 [[#Step_4_-_show_or_hide_decals_via_BSL|<Tag>]]'''<font color="#0000FF">decal_BSL_name</font>'''</Tag>
                 <Flags>8</Flags>
                 <Flags>8</Flags>
                 <Decal>
                 <Decal>
Line 1,983: Line 1,973:




===decal facing===
=====Decal facing=====
: Place yourself towards the point where you want to have the decal, face it. It's important that your body stands accurate, not your head. Then type "chr_debug_characters = 1" into the developer console and you will know the facing. Write it down, compare with the right table and chose your xyz rotation.
: Face the point where you want to have the decal. It's important that your body's facing is accurate, not your head. Then type "chr_debug_characters = 1" into the developer console and you will know the facing. Write it down, compare with the right table and chose your xyz rotation.
: '''PS:''' In matter of spawning/displaing, the exact rotation is not needed. Oni has a 66 degree tolerance.
: '''PS:''' When it comes to spawning/displaying, the exact rotation is not needed. Oni has a 66 degree tolerance.
: '''PPS:''' <DecalWrapAngle> (in BINA3RAP file) is usually set to 60. For hard edges you might want to increase the value.
: '''PPS:''' <DecalWrapAngle> (in BINA3RAP file) is usually set to 60. For hard edges you might want to increase the value.


{| border=0 cellspacing=20 cellpadding=0 align=right
[[Image:DecalWrapAngle.jpg|right|thumb|Test for a "hard edge".]]
|
[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/DecalWrapAngle.jpg http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/DecalWrapAngle_TN.jpg]


Test for a "hard edge".
|}
'''wall decals'''
'''wall decals'''
                       x    y    z
                       x    y    z
Line 2,007: Line 1,993:
  facing 270 degree:  0 | 270 |  0
  facing 270 degree:  0 | 270 |  0


 
====Step 2 - creating BINA3RAP file====
==step 2 - creating BINA3RAP file==
* file name in this example: "'''BINA3RAP<font color="#00AA00">decal_particle_name</font>.xml'''"
* file name in this example: "'''BINA3RAP<font color="#00AA00">decal_particle_name</font>.xml'''"
* <Version> .. '''<font color="#FF0000">has to be the same version as your own onisplit, change it if necessary</font>
* <font color="#777777"><CollideWithChars> .. is ignored by decals</font>
* <font color="#777777"><CollideWithChars> .. is ignored by decals</font>
* <HasDecalState>true .. is needed
* <HasDecalState>true .. is needed
* <DisplayType>Decal .. is needed
* <DisplayType>Decal .. is needed
* <TexGeom> .. links to [[#step_3_-_creating_TXMP_file|TXMP file]]
* <TexGeom> .. links to [[#Step_3_-_creating_TXMP_file|TXMP file]]
* <font color="#777777"><Alpha> .. alpha level is ignored when TXMP has adaptiveAlpha flag</font>
* <font color="#777777"><Alpha> .. alpha level is ignored when TXMP has adaptiveAlpha flag</font>
* <font color="#777777"><Tint> .. is ignored by decals</font>
* <font color="#777777"><Tint> .. is ignored by decals</font>


  <?xml version="1.0" encoding="utf-8"?>
  <?xml version="1.0" encoding="utf-8"?>
  <Oni '''<font color="#FF0000">Version="0.9.41.0"</font>>'''
  <Oni>
     <Particle Name="'''<font color="#00AA00">decal_particle_name</font>'''">
     <Particle Name="'''<font color="#00AA00">decal_particle_name</font>'''">
         <Options>
         <Options>
Line 2,055: Line 2,039:
         <Appearance>
         <Appearance>
             '''<DisplayType>Decal</DisplayType>'''
             '''<DisplayType>Decal</DisplayType>'''
             [[#step_3_-_creating_TXMP_file|<TexGeom>]]'''<font color="#AA00AA">animated_texture</font>'''</TexGeom>
             [[#Step_3_-_creating_TXMP_file|<TexGeom>]]'''<font color="#AA00AA">animated_texture</font>'''</TexGeom>
             <Invisible>false</Invisible>
             <Invisible>false</Invisible>
             <IsContrailEmitter>false</IsContrailEmitter>
             <IsContrailEmitter>false</IsContrailEmitter>
Line 2,098: Line 2,082:
  </Oni>
  </Oni>


 
====Step 3 - creating TXMP file====
==step 3 - creating TXMP file==
* file name in this example: "'''TXMP<font color="#AA00AA">animated_texture</font>.xml'''"
* file name in this example: "'''TXMP<font color="#AA00AA">animated_texture</font>.xml'''"
: Of cause the particle file doesn't has to contain an animated image. It's just meant to remind you that this possibility exist.
: Of course the particle file doesn't have to contain an animated image. It's just meant to remind you that this is an option.
* <Version> .. '''<font color="#FF0000">has to be the same version as your own onisplit, change it if necessary</font>


{| border=0 cellspacing=20 cellpadding=0 align=right
[[Image:animated_decal.jpg|right|thumb]]
|
[http://www.youtube.com/watch?v=ifHv5S-npqw&feature=channel_page http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/animated_decal.jpg]
|}


  <?xml version="1.0" encoding="utf-8"?>
  <?xml version="1.0" encoding="utf-8"?>
  <Oni '''<font color="#FF0000">Version="0.9.41.0"</font>>'''
  <Oni>
     <Texture>
     <Texture>
         <Flags>HasMipMaps  AnimUseLocalTime  AnimBackToBack  AdditiveBlend</Flags>
         <Flags>HasMipMaps  AnimUseLocalTime  AnimBackToBack  AdditiveBlend</Flags>
Line 2,129: Line 2,108:
  </Oni>
  </Oni>


 
====Step 4 - show or hide decals via BSL====
==step 4 - show or hide decals via BSL==
Fork "respawnable_decals" in your main function
fork respawnable_decals in your main function
  var bool first = 1;
  var bool first = 1;
   
   
Line 2,138: Line 2,116:
  chr_debug_characters = 1
  chr_debug_characters = 1
  dmsg "( punch to hide a few decals now )"
  dmsg "( punch to hide a few decals now )"
  ### decal is already presented so we begin with stop function
  ### decal is already present so we begin with stop function
  fork kill_decal
  fork kill_decal
  }
  }
Line 2,169: Line 2,147:




=how to set up decorative character items=
===How to set up decorative character items===
Based on geyser's [http://geyser.oni2.net/edition/levels/colony/sillyworld.zip "silly world"] experiment.
Based on geyser's [http://geyser.oni2.net/edition/levels/colony/sillyworld.zip "silly world"] experiment.


Marks, bags, goggles, decorative LSI, flash lights and other equipment could individualize characters by using a (BSL-triggered) particle workaround.
Marks, bags, goggles, decorative LSIs, flashlights, and other equipment could individualize characters by using a (BSL-triggered) particle workaround.




==step 1: ONCC modifications==
====Step 1: ONCC modifications====
First we need to create a connection to the character. For this, we use the Daodan particle system to some degree.  
First we need to create a connection to the character. For this, we use the Daodan particle system.  
  <HasDaodanPowers>'''1'''</HasDaodanPowers>
  <HasDaodanPowers>'''1'''</HasDaodanPowers>
Now it's enabled for this character. Next we register our item (hold by particle) in the ONCP section.
Now it's enabled for this character. Next we register our item (the holding particle) in the ONCP section.
  <ONCPParticle>
  <ONCPParticle>
   <Name>'''super'''_shades</Name>
   <Name>'''super'''_shades</Name>
Line 2,187: Line 2,165:




==step 2: creating the item files==
====Step 2: creating the item files====
* BINA3RAPsilly_glasses.xml
* BINA3RAPsilly_glasses.xml
: Needed modifications:
: Needed modifications:
Line 2,211: Line 2,189:




==step 3: preparing the BSL stuff==
====Step 3: preparing the BSL stuff====
* BINACJBOCharacter.xml
* BINACJBOCharacter.xml
<Spawn>silly_setup</Spawn>
<Spawn>silly_setup</Spawn>
Line 2,224: Line 2,202:
  }
  }


{| border=0 cellspacing=20 cellpadding=0 align=right
[[Image:silly_shades.jpg|right|thumb|Karen: "Ready for the Matrix. HAR-HAR."]]
|
[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/silly_shades.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/silly_shades_TN.png]<br>Karen: "Ready for Matrix. HAR-HAR"
|}
: silly_setup will be triggered every time a character is spawned with this link in BINACJBOCharacter.xml
: silly_setup will be triggered every time a character is spawned with this link in BINACJBOCharacter.xml
: Only AI would need chr_lock_active.
: Only the AI would need chr_lock_active.
: chr_super becomes disabled again to prevent other Daodan effects (in case our character would had a chenille or other visuals). We don't have to worry about the item, its live time was set to 0 (infinity). (chr_super 0 only hides the particle, it doesn't kill it.)
: chr_super becomes disabled again to prevent other Daodan effects (in case our character has a chenille or other visuals). We don't have to worry about the item, its lifetime was set to 0 (infinity). ("chr_super 0" only hides the particle, it doesn't kill it.)
:


  func main {
  func main {
Line 2,240: Line 2,214:


'''2''' corresponds to <Start> tag and '''3''' corresponds to <Stop> tag in BINA3RAPsilly_shades.xml
'''2''' corresponds to <Start> tag and '''3''' corresponds to <Stop> tag in BINA3RAPsilly_shades.xml
This can ''switch on and off'' the item. Other effects could be triggered by the free remaining numbers. A collection of events and their numbers can be seen [[XML:BINA/OBJC/PART|HERE]].
This can ''switch the item on and off''. Other effects could be triggered by the free remaining numbers. A collection of events and their numbers can be seen [[XML:BINA/OBJC/PART|HERE]].
 


==extra demo==
====Extra demo====
''For all Gundam Seed fans out there: Phase Shift shades.'' ^_^
''For all Gundam Seed fans out there: Phase Shift shades.'' ^_^
Nah, the texture of such object cannot become replaced by another. But by using three different shades, we can create this illusion. There are blue shades. A ''pair'' that uses an animated texture. And a red pair. The animated pair is only temporary used. [http://www.youtube.com/watch?v=XbOb0i5StDk Here's a vid.]
Nope, the texture of an object cannot be replaced by another. But by using three different pairs of shades, we can create this illusion. There are blue shades. A ''pair'' that uses an animated texture. And a red pair. The animated pair is only temporarily used.


  func spawn_karen {
  func spawn_karen {
  chr_super karen 1
  chr_super karen 1
  ### all three shades particle created
  ### all three shades particles created
  sleep 2
  sleep 2
  ### now but we need to hide them
  ### now but we need to hide them

Latest revision as of 20:04, 13 December 2023

PAR3 : Particles
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

ONIE << Other BINA >> SABD

switch to OBD page

File structure

<?xml version="1.0" encoding="utf-8"?>
<Oni>
   <Particle Name="particle_file_name">
       <Options>
           <Lifetime></Lifetime>
           <DisableDetailLevel>[... see HERE for possible flags]</DisableDetailLevel>
           <Decorative></Decorative>
           [...]
       </Options>
       <Properties>
           [...]
       </Properties>
       <Appearance>
           <DisplayType>[... see HERE for possible flags]</DisplayType>
           [...]
       </Appearance>
       <Attractor>
           <Target>[... see HERE for possible flags]</Target>
           <Selector>[... see HERE for possible flags]</Selector>
           <Class />
           [...]
       </Attractor>
       <Variables>
           [...]
       </Variables>
       <Emitters>
           <Emitter>
               [... see HERE for emitter data]
           </Emitter>
       </Emitters>
       <Events>
           [... see HERE for <event_type_tag>]
		[... see HERE for <action_type_tag>]
                   [... see HERE for <parameter_tag>value</parameter_tag>]
		<action_type_tag>
           </event_type_tag>
       </Events>
   </Particle>
</Oni>


Options

XML tag Content type Description
<Lifetime> float Particle exists for X seconds.
X is a float value, so you could write 1.5 if 1 second is too low and 2 is too high.
0 means an infinite lifetime.
<DisableDetailLevel> flag Particle is not created if detail level is too low.
Never
Medium
Low
<Decorative> flag Lower priority for engine; a decorative particle might not always be updated.
true
false
<CollideWithWalls> flag Needed if the particle uses the HitWall event type.
true
false
<CollideWithChars> flag Needed if the particle uses the HitCharacter event type.
true
false
<InitiallyHidden> flag Hides the particle upon creation.
true
false
<DrawAsSky> flag Draws the particle before everything else, supposedly.
true
false
<DontAttractThroughWalls> flag Particle will not detect potential attractor if there is a wall between it and the particle.
true
false
<ExpireOnCutscene> flag Ends the lifetime of a particle on cutscene start.
true
false
<DieOnCutscene> flag Kills the particle on cutscene start.
true
false
<LockPositionToLink> flag Locks the position of the particle to its link.
true
false
<CollisionRadius> float Distance from which HitWall and HitCharacter events are activated.
<AIDodgeRadius> float Distance from which AI will avoid this particle.
<AIAlertRadius> float Distance from which AI will be aware of the danger of the particle.
<FlyBySoundName /> link Sound used when the particle passes by you. To check: does the engine apply the Doppler effect or is it in the sound file itself?
OSBDfile.imp.oni


Properties

XML tag Content type Description
<HasVelocity> flag Needed if the particle is to move.
true
false
<HasOrientation> flag Needed if the particle is to be able to turn?
true
false
<HasPositionOffset> flag Used with LockPositionToLink???
true
false
<HasAttachmentMatrix> flag Used if the particle is to be stuck to a character or wall.
true
false
<HasUnknown> flag ???
true
false
<HasDecalState> flag Used if the particle is a Decal.
true
false
<HasTextureStartTick> flag Used with animated particles. (Documentation Needed)
true
false
<HasTextureTick> flag Used with animated particles. (Documentation Needed)
true
false
<HasDamageOwner> flag Used for particles to either:
A. Not damage a character
B. Credit a character with damage/kills

For this to work properly, the parent of the character must have this set, and the parent of said parent, etc., up to the original particle.

true
false


Appearance

XML tag Content type Description
<DisplayType> flag How the particle is displayed. (Documentation needed.)
Sprite - always faces screen (ignores <HasOrientation>)
RotatedSprite - always faces screen but can rotate on Z axis (the depth axis); needs <HasOrientation>true
Beam - rotates so it can be seen from all directions but not when origin's Z axis is identical to screen axis?; needs <HasOrientation>true
Arrow - fixed to one axis of the origin (forward?); needs <HasOrientation>true
Flat - fixed to one axis of the origin (side?); needs <HasOrientation>true
OrientedContrail - no standard, needs setup somewhere else; needs <HasOrientation>?
Discuss - no standard, needs setup somewhere else; needs <HasOrientation>?
Decal - sticks to a wall
Geometry - uses an M3GM; needs <HasOrientation>?
<TexGeom> link The texture or model that this particle uses.
TXMPfile.oni / M3GMfile.oni
<Invisible> flag Can't be seen.
true
false
<IsContrailEmitter> flag Emits a contrail.
true
false
<ScaleToVelocity> flag Scales the particle based on the speed it is going.
true
false
<Scale> float The size of the particle.
<UseSeparateYScale> flag Stretches the particle along the Y axis if set.
true
false
<YScale> float Needs <UseSeparateYScale>true</UseSeparateYScale> to be enabled.
<Rotation> ? The rotation of the particle.
<Alpha> float / integer Transparency (0 = fully invisible, 1 or 255 = fully visible)
float: 0.0 - 1.0
integer: 0 - 255
<XOffset> float
<XShorten> float
<UseSpecialTint> flag Color is based on the health of the character who owns the particle (see the Barabas regeneration particle BINA3RAPbarab_p02 for an example). These colors are the same ones specified for the health bar using ONGS.
true
false
<Tint> integer Color. R G B A means Red Green Blue Alpha.
R G B
R G B A
<FadeOutOnEdge> flag
true
false
<OneSidedEdgeFade> flag
true
false
<EdgeFadeMin> float
<EdgeFadeMax> float
<MaxContrailDistance>
<LensFlare> flag
true
false
<LensFlareDistance> float
<LensFlareFadeInFrames> integer
<LensFlareFadeOutFrames> integer
<DecalFullBrightness> flag
true
false
<MaxDecals> integer Seems to be a bit broken (someone please test this again).
<DecalFadeFrames> integer The number of frames it takes for a decal particle to fade after it reaches the maximum number of decals.
<DecalWrapAngle> float Degrees. Decal isn't cut off for any connecting planes which meet at an angle equal to or less than this value.

Attractor

XML tag Content type Description
<Target> flag
None
Link
Class
Tag
Characters
Hostiles
EmittedTowards
ParentAttractor
AllCharacters
<Selector> flag
Distance
Angle
<Class /> float Name of a particle that this particle is attracted to.
<MaxDistance> float Maximum distance the particle will detect an attractor from (if using Distance selection).
<MaxAngle> float Maximum angle the particle will detect an attractor from (if using Angle selection).
<AngleSelectMin> float
<AngleSelectMax> float
<AngleSelectWeight> float


Variable storage types

XML tag Description
<Float Name="variable">float_value</Float> A float.
<Color Name="variable">R G B [A]</Color> A color.
<PingPongState Name="variable">?</PingPongState> A float from 0.0-1.0, describes where in the ping-pong state the event is (if my memory is correct).


Parameter value types

Grey is additional for variable section.

0 - variable; variable name follows

<Float Name="variable">variable</Float>

1 - none (action parameters use this to indicate an unused parameter)

?

3 - float; constant; 1 float value follows

4 - float; random; 2 float values follow (min, max)

5 - float; bell curve; 2 float values follow (mean, stddev)

<Float Name="variable">float_value</Float>

<Float Name="variable"><Random Min="float_value" Max="float_value" /></Float>

<Float Name="variable"><BellCurve Mean="float_value" StdDev="float_value" /></Float>

6 - instance; instance name follows

?

7 - color; constant; 1 color follows

8 - color; random; 2 colors follow (min, max)

9 - color; bell curve; 2 colors follow (mean, stddev)

<Color Name="variable">R G B</Color>

<Color Name="variable"><Random Min="R G B" Max="R G B" /></Color>

<Color Name="variable"><BellCurve Mean="? ? ? ?" StdDev="? ? ? ?" /></Color>

0A - int32; constant; int32 follows

?

0B - time cycle; 2 float values follow (cycle length, scale)

<TimeCycle Length="..." Scale="..." />


Emitter

XML tag Content type Description
<Class> link BINA3RAPfile_name.oni (without file prefix and suffix)
<Flags> flag
InitiallyOn
IncreaseParticleCount
TurnOffAtTreshold
EmitWithParentVelocity
Unknown0020
OrientToVelocity
InheritTint
OnePerAttractor
AtLeastOne
CycleAttractors

Research notes - files with Unknown0020 flag:

BINA3RAPw8_mbo_p07, BINA3RAPw8_mbo_e03, BINA3RAPw12_ba2_e03, BINA3RAPw10_sni_p01, BINA3RAPpstream_flicker, BINA3RAPheadlight02, BINA3RAPheadlightStart, BINA3RAPheadlight01

<TurnOffTreshold> integer Tag contains the number (threshold) of particle which must be reached before emitter gets turned off. Threshold needs two flags to be set: IncreaseParticleCount and TurnOffAtTreshold.
<Probability> float

Let's say threshold was set to 10 and probability to 0.5: then you might get 5 particles emitted, sometimes less, sometimes more; it's an average. (threshold * probability = emitted particle)

<Copies> integer It's actually a multiplier; set it to 0 and no particle will be emitted. Copies doesn't affect the threshold counting. The copies are emitted at the same place as the original particle so you might not see any difference (because they overlap each other) until they have a random movement.
<LinkTo> flag
this
0
1
2
3
4
5
6
7
link
<Rate> - Interval in seconds.
<Continous> -
<Interval> float
<Random> -
<MinInterval> float
<MaxInterval> float
<Instant /> -
<Distance> -
<Distance> float
<Attractor> -
<RechargeTime> float
<CheckInterval> float
<Position> -
<Point /> -
<Line> -
<Radius> float
<Circle> -
<InnerRadius> float
<OuterRadius> float
<Sphere> -
<InnerRadius> float
<OuterRadius> float
<Cylinder> -
<Height> float
<InnerRadius> float
<OuterRadius> float
<BodySurface> -
<OffsetRadius> float
<BodyBones> -
<OffsetRadius> float
<Direction>
<Straight /> -
<Random /> -
<Cone> -
<Angle> float
<CenterBias> float
<Ring> -
<Angle> float
<Offset> float
<Offset> -
<X> float
<Y> float
<Z> float
<Inaccurate> -
<BaseAngle> float
<Inaccuracy> float
<CenterBias> float
<Attractor /> -
<Speed> -
<Uniform> -
<Speed> float
<Stratified> -
<Speed1> float
<Speed2> float
<Orientation> flag
LocalPosX
LocalNegX
LocalPosY
LocalNegY
LocalPosZ
LocalNegZ
WorldPosX
WorldNegX
WorldPosY
WorldNegY
WorldPosZ
WorldNegZ
Velocity
ReverseVelocity
TowardsEmitter
AwayFromEmitter
<OrientationUp> flag same flags as <OrientationUp>


Event types

Update
Pulse
Start
Stop
BackgroundFxStart
BackgroundFxStop
HitWall
HitCharacter
Lifetime
Explode
BrokenLink
Create
Die
NewAttractor
DelayStart
DelayStop


schemata 1

           <Event>
               <action_tag_without_parameter />
           </Event>

example 1

           <HitWall>
               <Die />
           </HitWall>

schemata 2

           <Event>
               <action_tag_with_parameter>
                  <parameter_tag>value_or_variable</parameter_tag>
               </action_tag_with_parameter>
           </Event>

example 2

           <Update>
               <SuperParticle>
                   <Variable>emit_rate</Variable>
                   <VaseValue>0.25</VaseValue>
                   <DeltaValue>-0.1</DeltaValue>
                   <MinValue>0.1</MinValue>
                   <MaxValue>20</MaxValue>
               </SuperParticle>
           </Update>

Action types and parameters

A dark gray background marks the start of an action type.
Normal gray background is used for child tags.


XML tag Content type Description
<AnimateLinear> -
<Target> float
<Rate> float
<AnimateAccelerated> -
<Target> float
<Velocity> float
<Acceleration> float
<AnimateRandom> -
<Target> float
<Min> float
<Max> float
<Rate> float
<AnimatePingPong> -
<Target> float
<State>
<Min> float
<Max> float
<Rate> float
<AnimateLoop> -
<Target> float
<Min> float
<Max> float
<Rate> float
<AnimateToValue> -
<Target> float
<Rate> float
<Value> float
<ColorInterpolate> -
<Target>
<Color0>
<Color1>
<Amount> float
<FadeOut> -
<TimeToDie> float Particle gets killed after X seconds; it fades out during that time.
<EnableAtTime> - ??? Update event only ???
<Action> integer Has action X as target in Update event section.
<Lifetime> float Lifetime of the particle MINUS the value stored in this field yields the delay from the particle's spawn until the targeted action (action from the "Action" tag) starts operating. Till that moment, the targeted action is held inactive.
Example:
If the lifetime of the particle is set to be 3.0, then it counts down from 3.0 to 0.0 (at 0.0, Lifetime event is called).
Now, if the lifetime of the particle is set to be 3.0 and the value here in this tag is 1.0, then from the moment the particle is spawned, this EnableAtTime's targeted action (the action inside the "Action" tag) will be disabled and will activate only after the particle's lifetime goes from 3.0 to 1.0, that is, in 2.0 seconds. That means the targeted action will activate 2 seconds after the particle was spawned.
This mechanism is quite counter-intuitive, hence the detailed description.
<DisableAtTime> - ??? Update event only ???
<Action> integer Has action X as target in Update event section.
<Lifetime> float Lifetime of the particle MINUS the value stored in this field yields the delay from the particle's spawn until the targeted action (action from the "Action" tag) stops operating. Till that moment, the targeted action is kept active.
Example:
If the lifetime of the particle is set to be 3.0, then it counts down from 3.0 to 0.0 (at 0.0, Lifetime event is called).
Now, if lifetime of the particle is set to be 3.0 and value here in this tag is 1.0, then from the moment the particle is spawned, this EnableAtTime's targeted action (the action inside "Action" tag) will be operating and will deactivate only after the particle's lifetime goes from 3.0 to 1.0, that is, in 2.0 seconds. That means the targeted action will deactivate 2 seconds after the particle was spawned.
This mechanism is quite counter-intuitive, hence the detailed description.
<Die /> - This action triggers the Die event.
<SetLifetime> -
float Particle gets killed after X seconds.
<EmitActivate> -
<Emitter> integer Enables emitter X. Note that first emitter is 0, second is 1, third is 2, and so on.
<EmitDeactivate> -
<Emitter> integer Disables emitter X. Note that first emitter is 0, second is 1, third is 2, and so on.
<EmitParticles> -
<Emitter> integer Starts emitter X. Note that first emitter is 0, second is 1, third is 2, and so on.
<Particles> float Integer recommended. Number of particle to be emitted.
<ChangeClass> -
<Emitter> integer Note that first emitter is 0, second is 1, third is 2, and so on.
<KillLastEmitted> -
<Emitter> integer ?; Note that first emitter is 0, second is 1, third is 2, and so on.
<ExplodeLastEmitted> -
<Emitter> integer ?; Note that first emitter is 0, second is 1, third is 2, and so on.
<AmbientSound> -
<Sound> link OSBDfile_name.amb.oni (file prefix "OSBD" and suffix ".amb.oni" are not included)
<EndAmbientSound /> -
<ImpulseSound> -
<Sound> link OSBDfile_name.imp.oni (file prefix "OSBD" and suffix ".imp.oni" are not included)
<DamageChar> -
<Damage> float Integer recommended. Negative damage values don't work.
<StunDamage> float Adds the value specified here to the StunDamage sum variable.
StunDamage has visible effect only for DamageTypes 1, 2 and 6.
<KnockBack> float Character gets moved from its current position by "knockback value", in game world units with 0.1 precision.
(Example: If value here is 100, char gets moved ~99.9 units)

Negative values work as well -- instead of being "knocked back", the character is "drawn in".

<DamageType> flag
0 ("normal")
1 ("minor stun")
2 ("major stun")
3 ("minor knockdown")
4 ("major knockdown")
5 ("blownup")
6 ("pickup")
<SelfImmune> flag
0 - DamageOwner of the particle can be hurt by the particle
1 - DamageOwner of the particle can't be hurt by the particle
<CanHitMultiple> flag Tag is missing if value is 0.
0 - can be applied only once on the character, then is ignored
1 - can be applied multiple times on the target character
<DamageBlast> -
<Damage> float Integer recommended. Negative damage values don't work.
<StunDamage> float Same as the DamageChar's StunDamage.
<KnockBack> float Same as the DamageChar's Knockback.
<Radius> float Radius of the damaging sphere.
(Example: If value here is 100, character gets damaged if its distance from the position of the damaging particle is less than or equal to 100 game world units.
<FallOff> flag
0 - DamageBlast deals the same damage, stun damage and knockback regardless of the distance between the particle and the target character
1 - Inflicted Damage, StunDamage and Knockback linearly decrease with distance.

Example: this flag is set, Radius is 200, Damage is 400, StunDamage is 600 and Knocback is 800.
The target character dwells 150 game world units far from the DamageBlast particle.
When hit by the particle's DamageBlast, PAR3 values of Damage, StunDamage and Knockback will be multiplied by the multiplier:
(200-150)/200 = 0.25
That means the target character will suffer 0.25*400 = 100 Damage, 150 StunDamage and 200 Knockback

<DamageType>
0 ("normal")
1 ("minor stun")
2 ("major stun")
3 ("minor knockdown")
4 ("major knockdown")
5 ("blownup")
6 ("pickup")
<SelfImmune> flag
0
1

Same as the DamageChar's SelfImmune

<DamageEnvironment> flag This tag is not exported if the data field in the .oni file is "00". It is exported when "0A" was set.
0
1
<Explode /> - This action triggers the Explode event.
<DamageEnvironment> -
<Damage> float Integer used.
<GlassCharge> -
<BlastVelocity> float
<Radius> float
<Stop /> - This action triggers the Stop event.
<RotateX> -
<Space>
<Rate> float
<RotateVelocity> flag
0
1
<RotateY> -
<Space>
<Rate> float
<RotateVelocity> flag
0
1
<RotateZ>
<Space>
<Rate> float
<RotateVelocity> flag
0
1
<FindAttractor> -
<DelayTime> float
<AttractGravity> -
<Gravity> float
<MaxG> float
<HorizontalOnly> flag
0
1
<AttractHoming> -
<TurnSpeed> float
<PredictPosition> flag
0
1
<HorizontalOnly> flag
0
1
<AttractSpring> -
<AccelRate> float
<MaxAccel> float
<DesiredDistance> float
<MoveLine /> -
<MoveGravity> -
<Fraction> float
<MoveSpiral> -
<Theta> float
<Radius> float
<RotateSpeed> float
<MoveResistance> -
<Resistance> float
<MinimumVelocity> float
<MoveDrift> -
<Acceleration> float
<MaxSpeed> float
<SidewaysDecay> float
<DirX> float
<DirY> float
<DirZ> float
<Space>
<SetVelocity> -
<Speed> float
<Space>
<NoSideways> flag
0
1
<SpiralTangent> -
<Theta> float
<Radius> float
<Rotate_speed> float
<KillBeyondPoint> -
<Direction>
<Value> float
<CollisionEffect> -
<Effect>
<WallOffset> float
<Orientation>
<Attach> flag
0
1
<SitckToWall /> -
<Bounce> -
<ElasticDirect> float
<ElasticGlancing> float
<Chop /> - This action kills the particle without triggering the Die event.
<ImpactEffect>
<ImpactType> Name of impact, registered in ONIE. The looked-up material is known from the colliding particle. Impt and Mtrl files must exist.
<ImpactModifier>
<Show /> - Unhide particle.
<Hide /> - Hide particle; cannot collide with characters anymore, emitters stay active.
<SetTextureTick> -
<Tick> float
<RandomTextureFrame /> -
<SetVariable> -
<Target> float
<Value> float
<RecalculateAll /> -
<EnableAbove> -
<Action> integer
<Var> float
<Threshold> float
<EnableBelow> -
<Action> integer
<Var> float
<Threshold> float
<EnableNow> -
<Action> integer Enables action X in Update event section.
<DisableNow> -
<Action> integer Disables action X in Update event section.
<SuperBallTrigger> -
<Emitter> integer
<FuseTime> float
<StopIfBreakable /> - ??? HitWall event only ???
Within the HitWall PAR3 event, stops the exection of all PAR3 actions listed BELOW this PAR3 action if the HitWall was called against a breakable material (in vanilla Oni, the only breakable material is glass).

Example: If inside the HitWall event there are actions in this order:
ImpactEffect, StopIfBreakable, DamageBlast
then if the HitWall is called against solid material ('concrete' for example), both ImpactEffect AND DamageBlast are executed. However if the collision is against glass (breakable material), then only ImpactEffect is executed and then the StopIfBreakable prevents the DamageBlast from being performed.

<AvoidWalls> -
<AxisX> float
<AxisY> float
<AxisZ> float
<CurrentAngle> float
<TimeUntilCheck> float
<SenseDistance> float
<TurningSpeed> float
<TurningDecay> float
<RandomSwirl> -
<SwirlAngle> float
<SwirlBaseRate> float
<SwirlDeltaRate> float
<SwirlSpeed> float
<FloatAbovePlayer>
<Height> float
<StopIfSlow> -
<Speed> float
<SuperParticle> -
<Variable> float
<VaseValue> float
<DeltaValue> float
<MinValue> float
<MaxValue> float
<StopLink /> -
<CheckLink /> - Checks if the particle's attractor link is still valid. If the link is no longer valid, BrokenLink event is called.
<BreakLink /> -

Glass-piercing bullets

In the original game, w1_tap goes through normal glass and loses its dangerousness, while a bullet of w8_mbo stays dangerous.

Particle can perform actions if a hit wall event occurs (<CollideWithWalls> must be true). If the particle hits a breakable material (glass), then <StopIfBreakable /> stops the actions that come after StopIfBreakable. The particle continues to fly. If it then hits a non-breakable material, all actions are executed.

If you want to break glass, put <DamageEnvironment> before <StopIfBreakable />.


BINA3RAPw1_tap_p01.xml BINA3RAPw8_mbo_p01.xml
           <HitWall>
               <ImpactEffect>
                   <ImpactType>w1_tap</ImpactType>
                   <ImpactModifier>3</ImpactModifier>
               </ImpactEffect>
               <DamageEnvironment>
                   <Damage>13</Damage>
               </DamageEnvironment>
               <Chop />
           </HitWall>
           <HitWall>
               <DamageEnvironment>
                   <Damage>50</Damage>
               </DamageEnvironment>
               <StopIfBreakable />
               <ImpactEffect>
                   <ImpactType>w8_mbo</ImpactType>
                   <ImpactModifier>2</ImpactModifier>
               </ImpactEffect>
               <Die />
           </HitWall>


Notes on locklights

       [...]
           <Tint>color</Tint>
       [...]
       <Variables>
           <Color Name="color">0 0 0</Color>
           <Float Name="blend">0</Float>
       </Variables>
       <Emitters />
       <Events>
           <Update>
               <ColorInterpolate>
                   <Target>color</Target>
                   <Color0>255 0 0</Color0>
                   <Color1>0 255 0</Color1>
                   <Amount>blend</Amount>
               </ColorInterpolate>
               <SetVariable>
                   <Target>blend</Target>
                   <Value>0</Value>
               </SetVariable>
               <SetVariable>
                   <Target>blend</Target>
                   <Value>1</Value>
               </SetVariable>
           </Update>
           <Start>
               <DisableNow>
                   <Action>1</Action>
               </DisableNow>
                <EnableNow>
                   <Action>2</Action>
               </EnableNow>
           </Start>
           <Stop>
               <DisableNow>
                   <Action>2</Action>
               </DisableNow>
               <EnableNow>
                   <Action>1</Action>
               </EnableNow>
           </Stop>
       </Events>

Locklights are the particles which indicate whether a door is locked or not.

They are present in ONLV (ENVP section) with different names, but are all called from "BINA3RAPlocklight.xml" and "BINA3RAPlocklight2.xml".

The locklight is created on level start.

The Update event has three actions: the first one has ID 0, the second has ID 1, and the third has ID 2.


<Target>color</Target> serves as output and is used by the <tint> tag.

The vanilla BINA3RAPlocklight file doesn't allow new events because of its buggy behavior. Gumby solved the problem by putting the "SetVariable" code into the start and stop event. Additional testing discovered that particles identify doors as characters. A small vid can be seen here (https://www.youtube.com/watch?v=kY8uH5vRt3Q, dead link).

How to set up decorative decals

What are decals?

Decals are images glued onto a wall or ground.
They are used for additional level design and to show weapon damage on surroundings.
The following steps will show you how to place a decorative texture (poster/warning sign/whatever) into a level.

Step 1 - extending the particle collection

The maximum tolerance distance counts 10 units. Let's say the ground height (y) is 45 and the particle is spawned at 55: then this is the maximum tolerance; 56 wouldn't work.
"chr_debug_characters = 1" helps you. But note that the y value is not the head or pelvis height -- it is at the lowest point of the feet.
  • <Rotation> .. see "decal facing"
  • <Class> .. this is your particle file
  • <Tag> .. optional; used when you want to activate or deactivate decals or other particle via BSL
  • <Flags> .. "not initially created" flag (2) or nothing (1; 4; 8)
  • <XScale> .. Scaling of decal's X dimension on an individual level (you can use the 3RAP's own scaling (<Scale>) for accumulative scaling (this would affect all decals in the collection))
       <Object Id="11291" Type="PART">
           <Header>
               <Flags>0</Flags>
               <Position>-988 65 1521</Position>
               <Rotation>270 180 0</Rotation>
           </Header>
           <OSD>
               <Class>decal_particle_name</Class>
               <Tag>decal_BSL_name</Tag>
               <Flags>8</Flags>
               <Decal>
                   <XScale>20</XScale>
                   <YScale>20</YScale>
               </Decal>
           </OSD>
       </Object>


Decal facing
Face the point where you want to have the decal. It's important that your body's facing is accurate, not your head. Then type "chr_debug_characters = 1" into the developer console and you will know the facing. Write it down, compare with the right table and chose your xyz rotation.
PS: When it comes to spawning/displaying, the exact rotation is not needed. Oni has a 66 degree tolerance.
PPS: <DecalWrapAngle> (in BINA3RAP file) is usually set to 60. For hard edges you might want to increase the value.
Test for a "hard edge".

wall decals

                     x     y     z
facing   0 degree: 270 |   0 |   0
facing  90 degree: 270 |  90 |   0
facing 180 degree: 270 | 180 |   0
facing 270 degree: 270 | 270 |   0

ground decals

                     x     y     z
facing   0 degree:   0 |   0 |   0
facing  90 degree:   0 |  90 |   0
facing 180 degree:   0 | 180 |   0
facing 270 degree:   0 | 270 |   0

Step 2 - creating BINA3RAP file

  • file name in this example: "BINA3RAPdecal_particle_name.xml"
  • <CollideWithChars> .. is ignored by decals
  • <HasDecalState>true .. is needed
  • <DisplayType>Decal .. is needed
  • <TexGeom> .. links to TXMP file
  • <Alpha> .. alpha level is ignored when TXMP has adaptiveAlpha flag
  • <Tint> .. is ignored by decals
<?xml version="1.0" encoding="utf-8"?>
<Oni>
   <Particle Name="decal_particle_name">
       <Options>
           <Lifetime>0</Lifetime>
           <DisableDetailLevel>Never</DisableDetailLevel>
           <Decorative>true</Decorative>
           <CollideWithWalls>false</CollideWithWalls>
           <CollideWithChars>false</CollideWithChars>
           <InitiallyHidden>false</InitiallyHidden>
           <DrawAsSky>false</DrawAsSky>
           <DontAttractThroughWalls>false</DontAttractThroughWalls>
           <ExpireOnCutscene>false</ExpireOnCutscene>
           <DieOnCutscene>false</DieOnCutscene>
           <LockPositionToLink>false</LockPositionToLink>
           <CollisionRadius>0</CollisionRadius>
           <AIDodgeRadius>0</AIDodgeRadius>
           <AIAlertRadius>0</AIAlertRadius>
           <FlyBySoundName />
       </Options>
       <Properties>
           <HasVelocity>false</HasVelocity>
           <HasOrientation>false</HasOrientation>
           <HasPositionOffset>false</HasPositionOffset>
           <HasAttachmentMatrix>false</HasAttachmentMatrix>
           <HasUnknown>false</HasUnknown>
           <HasDecalState>true</HasDecalState>
           <HasTextureStartTick>false</HasTextureStartTick>
           <HasTextureTick>false</HasTextureTick>
           <HasDamageOwner>false</HasDamageOwner>
           <HasContrailData>false</HasContrailData>
           <HasLensFlareState>false</HasLensFlareState>
           <HasAttractor>false</HasAttractor>
           <HasCollisionCache>false</HasCollisionCache>
       </Properties>
       <Appearance>
           <DisplayType>Decal</DisplayType>
           <TexGeom>animated_texture</TexGeom>
           <Invisible>false</Invisible>
           <IsContrailEmitter>false</IsContrailEmitter>
           <ScaleToVelocity>false</ScaleToVelocity>
           <Scale>1</Scale>
           <UseSeparateYScale>false</UseSeparateYScale>
           <YScale>1</YScale>
           <Rotation>0</Rotation>
           <Alpha>1</Alpha>
           <XOffset>0</XOffset>
           <XShorten>0</XShorten>
           <UseSpecialTint>false</UseSpecialTint>
           <Tint>255 255 255</Tint>
           <FadeOutOnEdge>false</FadeOutOnEdge>
           <OneSidedEdgeFade>false</OneSidedEdgeFade>
           <EdgeFadeMin>0</EdgeFadeMin>
           <EdgeFadeMax>0.5</EdgeFadeMax>
           <MaxContrailDistance>0</MaxContrailDistance>
           <LensFlare>false</LensFlare>
           <LensFlareDistance>0</LensFlareDistance>
           <LensFlareFadeInFrames>0</LensFlareFadeInFrames>
           <LensFlareFadeOutFrames>0</LensFlareFadeOutFrames>
           <DecalFullBrightness>false</DecalFullBrightness>
           <MaxDecals>100</MaxDecals>
           <DecalFadeFrames>60</DecalFadeFrames>
           <DecalWrapAngle>60</DecalWrapAngle>
       </Appearance>
       <Attractor>
           <Target>None</Target>
           <Selector>Distance</Selector>
           <Class />
           <MaxDistance>150</MaxDistance>
           <MaxAngle>30</MaxAngle>
           <AngleSelectMin>3</AngleSelectMin>
           <AngleSelectMax>20</AngleSelectMax>
           <AngleSelectWeight>3</AngleSelectWeight>
       </Attractor>
       <Variables />
       <Emitters />
       <Events />
   </Particle>
</Oni>

Step 3 - creating TXMP file

  • file name in this example: "TXMPanimated_texture.xml"
Of course the particle file doesn't have to contain an animated image. It's just meant to remind you that this is an option.
Animated decal.jpg
<?xml version="1.0" encoding="utf-8"?>
<Oni>
   <Texture>
       <Flags>HasMipMaps  AnimUseLocalTime  AnimBackToBack  AdditiveBlend</Flags>
       <Format>RGB555</Format>
       <Speed>4</Speed>
       <Image>TXMPanimated_tex_part_000.tga</Image>
       <Image>TXMPanimated_tex_part_001.tga</Image>
       <Image>TXMPanimated_tex_part_002.tga</Image>
       <Image>TXMPanimated_tex_part_003.tga</Image>
       <Image>TXMPanimated_tex_part_004.tga</Image>
       <Image>TXMPanimated_tex_part_005.tga</Image>
       <Image>TXMPanimated_tex_part_006.tga</Image>
       <Image>TXMPanimated_tex_part_007.tga</Image>
       <Image>TXMPanimated_tex_part_008.tga</Image>
       <Image>TXMPanimated_tex_part_009.tga</Image>
       <Image>TXMPanimated_tex_part_010.tga</Image>
   </Texture>
</Oni>

Step 4 - show or hide decals via BSL

Fork "respawnable_decals" in your main function

var bool first = 1;

func respawnable_decals
{
	chr_debug_characters = 1
	dmsg "( punch to hide a few decals now )"
	### decal is already present so we begin with stop function
	fork kill_decal
}

func kill_decal
{
	sleep 30
	chr_wait_animtype 0 punch
	dmsg "( punch detected; [r.deactivating decals now] )"
	### has effect at all particle with chosen tag
	### in the vid, obviously the two decals use the same tag
	particle decal_BSL_name kill
	if (first eq 1)
	{
		dmsg "( kick to show a few decals now )"
		first = 0;
		sleep 60
	}
	fork create_decal
}

func create_decal
{
	sleep 30
	chr_wait_animtype 0 kick
	dmsg "( kick detected; [b.activating decals now] )"
	particle decal_BSL_name create
	fork kill_decal
}


How to set up decorative character items

Based on geyser's "silly world" experiment.

Marks, bags, goggles, decorative LSIs, flashlights, and other equipment could individualize characters by using a (BSL-triggered) particle workaround.


Step 1: ONCC modifications

First we need to create a connection to the character. For this, we use the Daodan particle system.

<HasDaodanPowers>1</HasDaodanPowers>

Now it's enabled for this character. Next we register our item (the holding particle) in the ONCP section.

<ONCPParticle>
  <Name>super_shades</Name>
  <Type>silly_shades</Type>
  <BodyPart>10</BodyPart>
</ONCPParticle>

<Name> As long as super stands at beginning, the further naming is unimportant.
<Type> This is a link to the particle file.
<BodyPart> This is the body part where the particle is attached to. Position fine tuning can be done in M3GM's PNTA section, <Positions>.


Step 2: creating the item files

  • BINA3RAPsilly_glasses.xml
Needed modifications:
<Lifetime>0</Lifetime>

<HasAttachmentMatrix>true</HasAttachmentMatrix>

<DisplayType>Geometry</DisplayType>

<TexGeom>silly_shades</TexGeom>

<Events>
 <Start>
  <Show />
 </Start>
 <Stop>
  <Hide />
 </Stop>
</Events>
  • M3GMsilly_shades.xml
<Texture>TXMPsilly_shades_tex</Texture>
  • TXMPsilly_shades_tex.xml


Step 3: preparing the BSL stuff

  • BINACJBOCharacter.xml

<Spawn>silly_setup</Spawn>

  • shpadoinkle.bsl
#character spawn function
func silly_setup(string name) {
	chr_lock_active(name)
	chr_super(name, 1)
	sleep 2
	chr_super(name, 0)
}
Karen: "Ready for the Matrix. HAR-HAR."
silly_setup will be triggered every time a character is spawned with this link in BINACJBOCharacter.xml
Only the AI would need chr_lock_active.
chr_super becomes disabled again to prevent other Daodan effects (in case our character has a chenille or other visuals). We don't have to worry about the item, its lifetime was set to 0 (infinity). ("chr_super 0" only hides the particle, it doesn't kill it.)
func main {
	# [...]
	p3_callevent silly_glasses 2
	# [...]
}

2 corresponds to <Start> tag and 3 corresponds to <Stop> tag in BINA3RAPsilly_shades.xml This can switch the item on and off. Other effects could be triggered by the free remaining numbers. A collection of events and their numbers can be seen HERE.

Extra demo

For all Gundam Seed fans out there: Phase Shift shades. ^_^ Nope, the texture of an object cannot be replaced by another. But by using three different pairs of shades, we can create this illusion. There are blue shades. A pair that uses an animated texture. And a red pair. The animated pair is only temporarily used.

func spawn_karen {
	chr_super karen 1
	### all three shades particles created
	sleep 2
	### now but we need to hide them
	chr_super karen 0
	### show only blue shades for the start
	p3_callevent shades_blue 2
}

func phase_shift_shades {
	p3_callevent shades_blue 3
	p3_callevent shades_blue_red 2
	sleep 20
	p3_callevent shades_blue_red 3
	p3_callevent shades_red 2
}