XML:BINA/OBJC/CONS: Difference between revisions
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{{XML_OBJC_Header | prev=CMBT| type=CONS | next=DOOR | name=Console}} | {{XML_OBJC_Header | prev=CMBT| type=CONS | next=DOOR | name=Console}} | ||
== | ==General information== | ||
* The | * The XML on this page was tested with OniSplit version 0.9.61.0 and 0.9.82.0. | ||
* This console spawning doesn't include console geometry unless it's done via [[XML:ONLV|ONLV]] level import. | |||
* The BINACJBOConsole file is level-specific (level''x''_Final.dat). | |||
* This console | * All consoles can be seen [http://ssg.oni2.net/subfold/consoles/ HERE]. | ||
* | * Activation tolerances: the player must fulfill the following requirements before he can use a console: | ||
* All consoles can be seen [http://ssg.oni2.net/subfold/consoles/ HERE. | ** A distance of 10 or less world units. | ||
* Activation tolerances | ** A distance of -2 WU or less (e.g. you can't activate console while standing inside or behind it). | ||
** | ** A facing of 1.22173 radians (ca. 70°) or less. | ||
** | ** A sideways shift of 8 WU or less. | ||
** | ** A difference of 8 WU or less between pelvis height and console height. | ||
** | |||
** | |||
==File structure== | |||
== | |||
<?xml version="1.0" encoding="utf-8"?> | <?xml version="1.0" encoding="utf-8"?> | ||
<Oni> | <Oni> | ||
Line 24: | Line 21: | ||
</Oni> | </Oni> | ||
'''''[...]''''' | '''''[...]''''' is where at least one console is defined. Paste all your console data into there (this includes '''<font color="#0A0"><CONS Id="..."></font>''' and '''<font color="#0A0"></CONS></font>''' tag). | ||
==Example== | |||
For level import via [[XML:ONLV|XML master file]], use a pre-compiled (*.oni) file as part of a relative file path, e.g. '''consoles/console0.oni'''. | |||
'''<font color="#0A0"><CONS Id="8179"></font>''' | |||
<Header> | |||
<Flags>Locked Gunk</Flags> | |||
<Position>-1354.927 45 860.053</Position> | |||
<Rotation>180.000015 0 180.000015</Rotation> | |||
</Header> | |||
<OSD> | |||
'''<Class>console0</Class>''' | |||
<ConsoleId>2</ConsoleId> | |||
<Flags>InitialActive</Flags> | |||
<InactiveTexture>_con_INACTIVE</InactiveTexture> | |||
<ActiveTexture>_con_MTCOM_DISH</ActiveTexture> | |||
<TriggeredTexture>_con_MTC_DISHFLASH</TriggeredTexture> | |||
<Events> | |||
<Script Function="fconsole_ok" /> | |||
</Events> | |||
</OSD> | |||
'''<font color="#0A0"></CONS></font>''' | |||
== | ==Tags== | ||
{| class="wikitable" width=100% | {| class="wikitable" width=100% | ||
!width=280px| | !width=280px| Tag | ||
!width=60px| | !width=60px| Type | ||
! | ! Description | ||
|- | |- | ||
| <Objects> | | <Objects> | ||
Line 73: | Line 56: | ||
| <CONS Id="..."> | | <CONS Id="..."> | ||
| int32 | | int32 | ||
| | | Any number; no need to be unique. — For [[XML:ONLV|level importing]], use <CONS>. | ||
|- | |- | ||
| <Header> | | <Header> | ||
Line 81: | Line 64: | ||
| <Flags> | | <Flags> | ||
| flag | | flag | ||
| Object flags. Used | | Object flags. Used during development, ignore them. | ||
|- | |- | ||
| <Position> | | <Position> | ||
| float x3 | | float x3 | ||
| | | XYZ position. When creating a new console, use a Y of 0 if the ground plane is 0. The height of the console and the character are both stemming from the ground plane. | ||
|- | |- | ||
| <Rotation> | | <Rotation> | ||
| float x3 | | float x3 | ||
| | | XYZ rotation. "chr_debug_characters = 1" shows the player's position, so you could face your (imaginary) console and then use a 180-degree flip of your facing for the console's Y rotation. X and Z should be 0. | ||
|- | |- | ||
| <OSD> | | <OSD> | ||
Line 103: | Line 86: | ||
: console_small_wu_roof | : console_small_wu_roof | ||
For level import via [[XML:ONLV| | For level import via [[XML:ONLV|XML master file]], use a pre-compiled (*.oni) file as part of a relative file path, e.g. '''consoles/console_data.oni'''. | ||
|- | |- | ||
| <ConsoleId> | | <ConsoleId> | ||
Line 127: | Line 110: | ||
_con_ALARM_SLEEP / _con_USED / _con_used / _con_INACTIVE | _con_ALARM_SLEEP / _con_USED / _con_used / _con_INACTIVE | ||
'''Use capitalized file name for this TXMP.''' | '''Use a capitalized file name for this TXMP.''' | ||
|- | |- | ||
|valign="top"| <ActiveTexture> | |valign="top"| <ActiveTexture> | ||
|valign="top"| char[63] | |valign="top"| char[63] | ||
| <font color="#777777">TXMP</font>file<font color="#777777">.oni</font> <font color="#777777">(don't use file prefix/suffix)</font> Image for enabled console. Examples: | | <font color="#777777">TXMP</font>file<font color="#777777">.oni</font> <font color="#777777">(don't use file prefix/suffix)</font> Image for an enabled console. Examples: | ||
_con_ALARM_SLEEP / _con_INFO / _con_MTC_2 / _con_mtc_stairs / _con_MTCOM_DISH / _con_MTCOM_DISH | _con_ALARM_SLEEP / _con_INFO / _con_MTC_2 / _con_mtc_stairs / _con_MTCOM_DISH / _con_MTCOM_DISH | ||
'''Use capitalized file name for this TXMP.''' | '''Use a capitalized file name for this TXMP.''' | ||
|- | |- | ||
|valign="top"| <TriggeredTexture> | |valign="top"| <TriggeredTexture> | ||
|valign="top"| char[63] | |valign="top"| char[63] | ||
| <font color="#777777">TXMP</font>file<font color="#777777">.oni</font> <font color="#777777">(don't use file prefix/suffix)</font> Image for used console. Examples: | | <font color="#777777">TXMP</font>file<font color="#777777">.oni</font> <font color="#777777">(don't use file prefix/suffix)</font> Image for a used console. Examples: | ||
_con_ALARM_ON / _con_USED / _con_used / _con_MTC_DISHFLASH | _con_ALARM_ON / _con_USED / _con_used / _con_MTC_DISHFLASH | ||
'''Use capitalized file name for this TXMP.''' | '''Use a capitalized file name for this TXMP.''' | ||
|- | |- | ||
| <Events> | | <Events> | ||
Line 151: | Line 134: | ||
|valign="top"| <Script Function="call_this_BSL_function" /> | |valign="top"| <Script Function="call_this_BSL_function" /> | ||
|valign="top"| char[32] | |valign="top"| char[32] | ||
| Name of BSL function. For example if you use "call_this_BSL_function" here then write in BSL | | Name of BSL function. For example if you use "call_this_BSL_function" here, then write in your BSL script: | ||
''func call_this_BSL_function | ''func call_this_BSL_function | ||
{ | { | ||
Line 198: | Line 181: | ||
|} | |} | ||
==Mod Tool-aided import== | |||
'''Limitation:''' This method was created for info consoles only. | |||
VBS code: | |||
[[Image:ModTool_layers.png|thumb|200px|right|How to access scene layers.]] | |||
[[Image:ModTool_layers.png|thumb|200px|right| | |||
' make a new layer ("CONS_layer" or whatever) | ' make a new layer ("CONS_layer" or whatever) | ||
' make it the current layer (by setting the >> sign) | ' make it the current layer (by setting the >> sign) | ||
Line 212: | Line 193: | ||
' duplicate, translate, rotate as you need | ' duplicate, translate, rotate as you need | ||
' right-click your CONS_layer > "Select All Objects in Layer" | ' right-click your CONS_layer > "Select All Objects in Layer" | ||
' run | ' run VBS code to create XML file (script editor: Alt+4, Run code: F5) | ||
' it will appear on your desktop | ' it will appear on your desktop | ||
' edit ConsoleId and Script Function | ' edit ConsoleId and Script Function | ||
' import by registering consoles in your level's | ' import by registering consoles in your level's XML master file | ||
' (<Objects><Import>BINACJBOConsole.xml) | ' (<Objects><Import>BINACJBOConsole.xml) | ||
Line 265: | Line 246: | ||
objXMLFile.Close | objXMLFile.Close | ||
logmessage "done" | logmessage "done" | ||
{{XML}} | {{XML}} |
Latest revision as of 15:52, 12 May 2024
CONS : Console | ||
---|---|---|
XML
AKEV << Other file types >> CONS TMBD << Other BINA >> ONIE CMBT << Other OBJC >> DOOR |
General information
- The XML on this page was tested with OniSplit version 0.9.61.0 and 0.9.82.0.
- This console spawning doesn't include console geometry unless it's done via ONLV level import.
- The BINACJBOConsole file is level-specific (levelx_Final.dat).
- All consoles can be seen HERE.
- Activation tolerances: the player must fulfill the following requirements before he can use a console:
- A distance of 10 or less world units.
- A distance of -2 WU or less (e.g. you can't activate console while standing inside or behind it).
- A facing of 1.22173 radians (ca. 70°) or less.
- A sideways shift of 8 WU or less.
- A difference of 8 WU or less between pelvis height and console height.
File structure
<?xml version="1.0" encoding="utf-8"?> <Oni> <Objects> [...] </Objects> </Oni>
[...] is where at least one console is defined. Paste all your console data into there (this includes <CONS Id="..."> and </CONS> tag).
Example
For level import via XML master file, use a pre-compiled (*.oni) file as part of a relative file path, e.g. consoles/console0.oni.
<CONS Id="8179"> <Header> <Flags>Locked Gunk</Flags> <Position>-1354.927 45 860.053</Position> <Rotation>180.000015 0 180.000015</Rotation> </Header> <OSD> <Class>console0</Class> <ConsoleId>2</ConsoleId> <Flags>InitialActive</Flags> <InactiveTexture>_con_INACTIVE</InactiveTexture> <ActiveTexture>_con_MTCOM_DISH</ActiveTexture> <TriggeredTexture>_con_MTC_DISHFLASH</TriggeredTexture> <Events> <Script Function="fconsole_ok" /> </Events> </OSD> </CONS>
Tags
Tag | Type | Description |
---|---|---|
<Objects> | - | |
<CONS Id="..."> | int32 | Any number; no need to be unique. — For level importing, use <CONS>. |
<Header> | - | |
<Flags> | flag | Object flags. Used during development, ignore them. |
<Position> | float x3 | XYZ position. When creating a new console, use a Y of 0 if the ground plane is 0. The height of the console and the character are both stemming from the ground plane. |
<Rotation> | float x3 | XYZ rotation. "chr_debug_characters = 1" shows the player's position, so you could face your (imaginary) console and then use a 180-degree flip of your facing for the console's Y rotation. X and Z should be 0. |
<OSD> | - | |
<Class> | link | Original consoles:
For level import via XML master file, use a pre-compiled (*.oni) file as part of a relative file path, e.g. consoles/console_data.oni. |
<ConsoleId> | int16 | Can be used with BSL commands like "console_deactivate ID". |
<Flags> | flag |
|
<InactiveTexture> | char[63] | TXMPfile.oni (don't use file prefix/suffix) Image for disabled console. Examples:
_con_ALARM_SLEEP / _con_USED / _con_used / _con_INACTIVE Use a capitalized file name for this TXMP. |
<ActiveTexture> | char[63] | TXMPfile.oni (don't use file prefix/suffix) Image for an enabled console. Examples:
_con_ALARM_SLEEP / _con_INFO / _con_MTC_2 / _con_mtc_stairs / _con_MTCOM_DISH / _con_MTCOM_DISH Use a capitalized file name for this TXMP. |
<TriggeredTexture> | char[63] | TXMPfile.oni (don't use file prefix/suffix) Image for a used console. Examples:
_con_ALARM_ON / _con_USED / _con_used / _con_MTC_DISHFLASH Use a capitalized file name for this TXMP. |
<Events> | int16 | You can use multiple events. |
<Script Function="call_this_BSL_function" /> | char[32] | Name of BSL function. For example if you use "call_this_BSL_function" here, then write in your 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 |
Mod Tool-aided import
Limitation: This method was created for info consoles only.
VBS code:
' make a new layer ("CONS_layer" or whatever) ' make it the current layer (by setting the >> sign) ' in shared\consoles folder ' extract console_data.oni as dae ' import only console_data_11.dae ' duplicate, translate, rotate as you need ' right-click your CONS_layer > "Select All Objects in Layer" ' run VBS code to create XML file (script editor: Alt+4, Run code: F5) ' it will appear on your desktop ' edit ConsoleId and Script Function ' import by registering consoles in your level's XML master file ' (<Objects><Import>BINACJBOConsole.xml) FolderName = CreateObject("WScript.Shell").SpecialFolders("Desktop") FileName = "BINACJBOConsole" FilePath = FolderName & "\" & FileName & ".xml" Set oFS = CreateObject("Scripting.FileSystemObject") Set objXMLFile = oFS.OpenTextFile(FilePath, 2, True, 0) ' quote sign in a string needs two quote signs objXMLFile.WriteLine "<?xml version=""1.0"" encoding=""utf-8""?>" objXMLFile.WriteLine "<Oni>" objXMLFile.WriteLine " <Objects>" for each obj in selection px = obj.posx.value py = obj.posy.value pz = obj.posz.value rx = obj.rotx.value ry = obj.roty.value rz = obj.rotz.value position = replace(px & " " & py & " " & pz, ",", ".") rotation = replace(rx & " " & ry & " " & rz, ",", ".") logmessage position logmessage rotation console = "consoles/console_data.oni" objXMLFile.WriteLine " <CONS>" objXMLFile.WriteLine " <Header>" objXMLFile.WriteLine " <Flags></Flags>" objXMLFile.WriteLine " <Position>" & position & "</Position>" objXMLFile.WriteLine " <Rotation>" & rotation & "</Rotation>" objXMLFile.WriteLine " </Header>" objXMLFile.WriteLine " <OSD>" objXMLFile.WriteLine " <Class>" & console & "</Class>" objXMLFile.WriteLine " <ConsoleId>1</ConsoleId>" objXMLFile.WriteLine " <Flags>InitialActive</Flags>" objXMLFile.WriteLine " <InactiveTexture>_CON_INFO</InactiveTexture>" objXMLFile.WriteLine " <ActiveTexture>_CON_INFO</ActiveTexture>" objXMLFile.WriteLine " <TriggeredTexture>_CON_INFO</TriggeredTexture>" objXMLFile.WriteLine " <Events>" objXMLFile.WriteLine " <Script Function=""show_console_text"" />" objXMLFile.WriteLine " </Events>" objXMLFile.WriteLine " </OSD>" objXMLFile.WriteLine " </CONS>" next objXMLFile.WriteLine " </Objects>" objXMLFile.WriteLine "</Oni>" objXMLFile.Close logmessage "done"