XML:BINA/OBJC/TURR: Difference between revisions

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{{XML_OBJC_Header | type=TURR | prev=TRIG | next=WEAP | name=Turrets spawn collection }}
{{XML_OBJC_Header | type=TURR | prev=TRIG | next=WEAP | name=Turret}}


===general information===
==General information==
* The xml code on this page is compatible with onisplit '''v0.9.61.0'''
* The XML on this page is compatible with OniSplit '''v0.9.61.0'''.
* The turret pod is part of the level geometry. (For some reason the <BaseGeometry> of [[XML:TURR|TURR]] isn't used.)
* The turret's base is part of the level geometry. (For some reason the <BaseGeometry> of [[XML:TURR|TURR]] isn't used.)
* '''BINACJBOTurret.oni''' is level specific. (It can be found in AE/GameDataFolder/level''XX''_... )
* BINACJBOTurret is level-specific (level''x''_Final.dat).
* Extract [http://paradox.oni2.net/OniGalore/BINACJBOTurret.oni this file] if an update on xml tags is needed.


 
==BSL support==
===BSL support===
: turret_activate ''turret_id:int''
: turret_activate ''turret_id:int''
: turret_deactivate ''turret_id:int''
: turret_deactivate ''turret_id:int''
: turret_reset ''turret_id:int'' (resets a turret to initial state)
: turret_reset ''turret_id:int'' (resets a turret to initial state)


 
==File structure==
===file structure===
  <?xml version="1.0" encoding="utf-8"?>
  <?xml version="1.0" encoding="utf-8"?>
  <Oni>
  <Oni>
Line 22: Line 19:
  </Oni>
  </Oni>


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


'''example'''
[[Image:XML_OBJC_TURR_modification.png|thumb|right|Standard XML does not import TURR's base geometry. See [[XML:TURR]].]]
{| border=0 cellspacing=20 cellpadding=0 style="float:right"
 
'''<font color="#0A0"><TURR Id="8148"></font>'''
    <Header>
        <Flags></Flags>
        <Position>-670 45 -755</Position>
        <Rotation>0 0 0</Rotation>
    </Header>
    <OSD>
        <Class>psm_turret_floor</Class>
        <TurretId>1</TurretId>
        <Flags></Flags>
        <TargetedTeams>Konoko</TargetedTeams>
    </OSD>
'''<font color="#0A0"></TURR></font>'''
'''<font color="#0A0"><TURR Id="8149"></font>'''
    <Header>
        <Flags></Flags>
        <Position>-680.6955 45 -753.459656</Position>
        <Rotation>0 0 0</Rotation>
    </Header>
    <OSD>
        <Class>sbg_turret_floor</Class>
        <TurretId>1</TurretId>
        <Flags>InitialActive</Flags>
        <TargetedTeams>Konoko</TargetedTeams>
    </OSD>
'''<font color="#0A0"></TURR></font>'''
 
==XML tags and options==
{| class="wikitable" width="100%"
!width=200px| XML tag
!width=200px| Content type
! Description
|-
|valign=top|Flags
|valign=top|flag
|Useless, can be left empty.
:Locked
:Gunk
|-
|valign=top|Position
|valign=top|float x3
|XYZ position; turret base must be added in the level's architecture or as a spawnable object (automatic if done via master file?).
|-
|Rotation
|float x3
|x y z
|-
|valign=top|Class
|valign=top|string
| <font color="#AAAAAA">TURR</font>''name''<font color="#AAAAAA">.oni</font> from level0_Final
:: There are always 3 possible variants: ciel, floor, wall
: mbo_turret_ciel (Mercury Bow)
: mbo_turret_floor (Mercury Bow)
: mbo_turret_wall (Mercury Bow)
: phr_turret_* (Plasma Rifle)
: psm_turret_* (Phase Stream Projector)
: sap_turret_* (Hughes Black Adder SMG)
: sbg_turret_* (Super Ball Gun)
: scc_turret_* (Scram Cannon)
: scr_turret_* (Screaming Cell Cannon)
: vdg_turret_* (Van de Graaff)
|-
|TurretId
|integer
|Used by [[XML:BINA/OBJC/TRIG|laser trigger]] and BSL commands.
|-
|valign=top|Flags
|valign=top|flag
|
|
[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/turrets.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/turrets_preview.png]
: InitialActive
|-
|valign=top|<TargetedTeams>
|valign=top|flag
| Multiple flags are separated by a space, e.g. <TargetedTeams>Konoko TCTF RogueKonoko</TargetedTeams>
: Konoko
: TCTF
: Syndicate
: Neutral
: SecurityGuard
: RogueKonoko
: Switzerland
: SyndicateAccessory
|}
|}
        '''<font color="#0A0"><TURR Id="8148"></font>'''
            <Header>
                <Flags></Flags>
                <Position>-670 45 -755</Position>
                <Rotation>0 0 0</Rotation>
            </Header>
            <OSD>
                <Class>psm_turret_floor</Class>
                <TurretId>1</TurretId>
                <Flags></Flags>
                <TargetedTeams>Konoko</TargetedTeams>
            </OSD>
        '''<font color="#0A0"></TURR></font>'''
        '''<font color="#0A0"><TURR Id="8149"></font>'''
            <Header>
                <Flags></Flags>
                <Position>-680.6955 45 -753.459656</Position>
                <Rotation>0 0 0</Rotation>
            </Header>
            <OSD>
                <Class>sbg_turret_floor</Class>
                <TurretId>1</TurretId>
                <Flags>InitialActive</Flags>
                <TargetedTeams>Konoko</TargetedTeams>
            </OSD>
        '''<font color="#0A0"></TURR></font>'''
===XML tags and options===
* <Flags>
::Locked
::Gunk
* <Position> (turret is spawned at this position; turret pod must be added in level architecture or as spawnable object)
* <Class>
:: mbo_turret_ciel
:: mbo_turret_floor
:: mbo_turret_wall (mbo stands for Mercury Bow)
:: phr_turret_... (... stands for ciel / floor / wall) (phr stands for Plasma Rifle)
:: psm_turret_... (psm stands for Phase Stream Projector)
:: sap_turret_... (sap stands for Hughes Black Adder (Uzi))
:: sbg_turret_... (sbg stands for Super Ball Gun)
:: scc_turret_... (scc stands for Scram Cannon)
:: scr_turret_... (scr stands for Screamer Cannon)
:: vdg_turret_... (vdg stands for Van de Graaff Pistol)
:: (<font color="#AAAAAA">TURR</font>''name''<font color="#AAAAAA">.oni</font> from level0_Final)
* <TurretId> (used by [[XML:BINA/OBJC/TRIG|laser trigger]] and BSL commands)
* <Flags>
:: InitialActive
* <TargetedTeams>
:: Konoko
:: TCTF
:: Syndicate
:: Neutral
:: SecurityGuard
:: RogueKonoko
:: Switzerland
:: SyndicateAccessory
:: (multiple flags are separated by a space e.g. <TargetedTeams>Konoko TCTF RogueKonoko</TargetedTeams>)


{{XML}}
{{XML}}

Latest revision as of 15:24, 3 April 2021

TURR : Turret
XML modding tips
See HERE to start learning about XML modding.
See HERE if you are searching for information on how to handle object coordinates.
See HERE for some typical modding errors and their causes.
XML.png
XML

AKEV << Other file types >> CONS

TMBD << Other BINA >> ONIE

TRIG << Other OBJC >> WEAP

switch to OBD page

General information

  • The XML on this page is compatible with OniSplit v0.9.61.0.
  • The turret's base is part of the level geometry. (For some reason the <BaseGeometry> of TURR isn't used.)
  • BINACJBOTurret is level-specific (levelx_Final.dat).

BSL support

turret_activate turret_id:int
turret_deactivate turret_id:int
turret_reset turret_id:int (resets a turret to initial state)

File structure

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

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

Example

 
Standard XML does not import TURR's base geometry. See XML:TURR.
<TURR Id="8148">
   <Header>
       <Flags></Flags>
       <Position>-670 45 -755</Position>
       <Rotation>0 0 0</Rotation>
   </Header>
   <OSD>
       <Class>psm_turret_floor</Class>
       <TurretId>1</TurretId>
       <Flags></Flags>
       <TargetedTeams>Konoko</TargetedTeams>
   </OSD>

</TURR> <TURR Id="8149">

   <Header>
       <Flags></Flags>
       <Position>-680.6955 45 -753.459656</Position>
       <Rotation>0 0 0</Rotation>
   </Header>
   <OSD>
       <Class>sbg_turret_floor</Class>
       <TurretId>1</TurretId>
       <Flags>InitialActive</Flags>
       <TargetedTeams>Konoko</TargetedTeams>
   </OSD>
</TURR>

XML tags and options

XML tag Content type Description
Flags flag Useless, can be left empty.
Locked
Gunk
Position float x3 XYZ position; turret base must be added in the level's architecture or as a spawnable object (automatic if done via master file?).
Rotation float x3 x y z
Class string TURRname.oni from level0_Final
There are always 3 possible variants: ciel, floor, wall
mbo_turret_ciel (Mercury Bow)
mbo_turret_floor (Mercury Bow)
mbo_turret_wall (Mercury Bow)
phr_turret_* (Plasma Rifle)
psm_turret_* (Phase Stream Projector)
sap_turret_* (Hughes Black Adder SMG)
sbg_turret_* (Super Ball Gun)
scc_turret_* (Scram Cannon)
scr_turret_* (Screaming Cell Cannon)
vdg_turret_* (Van de Graaff)
TurretId integer Used by laser trigger and BSL commands.
Flags flag
InitialActive
<TargetedTeams> flag Multiple flags are separated by a space, e.g. <TargetedTeams>Konoko TCTF RogueKonoko</TargetedTeams>
Konoko
TCTF
Syndicate
Neutral
SecurityGuard
RogueKonoko
Switzerland
SyndicateAccessory