XML:BINA/ONIE: Difference between revisions
Paradox-01 (talk | contribs) mNo edit summary |
Paradox-01 (talk | contribs) (head shot mod (w1_tap + w2_sap), maybe even AE worthy) |
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=[[OBD:BINA/ONIE|BINA/ONIE]]: impact effects= | =[[OBD:BINA/ONIE|BINA/ONIE]]: impact effects= | ||
==XML notes== | |||
More than one particle possible in particle part. | |||
==Visual guides: weapon, melee, environment== | ==Visual guides: weapon, melee, environment== | ||
Note about philosophy in here: | Note about philosophy in here: | ||
:These visual guides don't claim be hundred percent right in technical way. I can't look into engine. But they should give a good hint which files are worth to care about and how to debug a mistake: going through all important files, e.g. ''Could it be that my new texture not registered in TMBD?'' | :These visual guides don't claim be hundred percent right in technical way. I can't look into engine. But they should give a good hint which files are worth to care about and how to debug a mistake: going through all important files, e.g. ''Could it be that my new texture is not registered in TMBD?'' | ||
:However, if you think you should add information or shape this in a more accurate way then do it. =) | :However, if you think you should add information or shape this in a more accurate way then do it. =) | ||
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==examples== | |||
<!-- | |||
===Particle - Environment=== | ===Particle - Environment=== | ||
--> | |||
===Particle - Character=== | ===Particle - Character=== | ||
== | ====Extra damage for head hits==== | ||
=== | Okay, here's a beta. w1_tap and w2_sap deals additional damage, amount depends on material "head"/"helmet". Feel free to extend/tweak/criticize. | ||
: | : [http://mods.oni2.net/index.php?q=node/71 >> put files into level0_Final] | ||
'''damage overview:''' | |||
w1_tap | |||
: helmet: 4-5 damage; 0.6-1.7 knockback | |||
: head: 8-10 damage; 1.7-2.8 knockback | |||
w2_sap | |||
: helmet: 2-3 damage; 0.3-0.8 knockback | |||
: head: 4-5 damage; 0.8-1.4 knockback | |||
'''basic modifications / new files:''' | |||
<font size="-1"> | <font size="-1"> | ||
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</Oni> | </Oni> | ||
------------------------------------------------------------------------ | |||
'''MtrlHead.xml''' | '''MtrlHead.xml''' | ||
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</Oni> | </Oni> | ||
------------------------------------------------------------------------ | |||
''' | '''ONCCelite_hard_01.xml''' (Helmet is registered in eleventh link) | ||
[...] | [...] | ||
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[...] | [...] | ||
------------------------------------------------------------------------ | |||
'''BINA3RAPhitheadW2_e01.xml''' | |||
[...] | [...] | ||
<Events> | |||
<HitCharacter> | |||
<DamageChar> | |||
<Damage> | |||
<Random Min="4" Max="5" /> | |||
</Damage> | |||
<StunDamage>0</StunDamage> | |||
<KnockBack> | |||
<Random Min="0.8" Max="1.4" /> | |||
</KnockBack> | |||
<DamageType>0</DamageType> | |||
<SelfImmune>1</SelfImmune> | |||
</DamageChar> | |||
<Die /> | |||
</HitCharacter> | |||
<Create> | |||
<FindAttractor> | |||
<DelayTime>0.1</DelayTime> | |||
</FindAttractor> | |||
<AttractHoming> | |||
<TurnSpeed>400</TurnSpeed> | |||
<PredictPosition>10</PredictPosition> | |||
<HorizontalOnly>0</HorizontalOnly> | |||
</AttractHoming> | |||
</Create> | |||
</Events> | |||
[...] | |||
------------------------------------------------------------------------ | |||
BINA3RAPhithead_e01.xml, BINA3RAPhithelmet_e01.xml, BINA3RAPhithelmetW2_e01.xml similar to above | |||
------------------------------------------------------------------------ | |||
BINAEINOimpact_effects.xml | '''BINAEINOimpact_effects.xml''' | ||
<?xml version="1.0" encoding="utf-8"?> | <?xml version="1.0" encoding="utf-8"?> | ||
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</font> | </font> | ||
<!-- | |||
===Character - Character (normal attack)=== | |||
===Character - Character (special attack)=== | |||
===Character - Environment=== | |||
--> | |||
==== | ==Mod ideas== | ||
*How about melee attacks dealing more damage on head/helmet? | |||
*Footprints in snow. Should be possible through character-environment collision plus decals or particle which becomes fixed to the ground. | |||
Should be possible through character-environment collision plus decals. |
Revision as of 22:10, 9 May 2009
BINA/ONIE: impact effects
XML notes
More than one particle possible in particle part.
Visual guides: weapon, melee, environment
Note about philosophy in here:
- These visual guides don't claim be hundred percent right in technical way. I can't look into engine. But they should give a good hint which files are worth to care about and how to debug a mistake: going through all important files, e.g. Could it be that my new texture is not registered in TMBD?
- However, if you think you should add information or shape this in a more accurate way then do it. =)
overview of involved files when modding ONIE in relation to weapons | |||
if weapon shall have impact effect on environment | if weapon shall have impact effect on characters | ||
|
|
overview of involved files when modding ONIE in relation to animations | |||
special attack | normal attack | ||
ONCC(ONIA) holds special attack modifier information (Any/Light/Medium/Heavy) for ONIE. |
Main difference is that ONIA is not used here but CBPI. Hurt sounds: So far, I'm not sure how hurt sounds (Light/Medium/Heavy) are chosen to be played. |
overview of involved files when modding ONIE in relation to characters | ||
if character hits ground | something left ? | |
For example, this is used when running around. Every step will trigger a step sound, different to ground's material: dirt, snow, metal, etc.. |
ONCC holds impact modifier information (Any/Light/Medium/Heavy) for ONIE.
|
examples
Particle - Character
Extra damage for head hits
Okay, here's a beta. w1_tap and w2_sap deals additional damage, amount depends on material "head"/"helmet". Feel free to extend/tweak/criticize.
damage overview:
w1_tap
- helmet: 4-5 damage; 0.6-1.7 knockback
- head: 8-10 damage; 1.7-2.8 knockback
w2_sap
- helmet: 2-3 damage; 0.3-0.8 knockback
- head: 4-5 damage; 0.8-1.4 knockback
basic modifications / new files:
MtrlHelmet.xml <?xml version="1.0" encoding="utf-8"?> <Oni Version="0.9.37.0"> <Instance id="0" type="Mtrl"> <ParentMaterial>MtrlArmor</ParentMaterial> </Instance> </Oni> ------------------------------------------------------------------------ MtrlHead.xml <?xml version="1.0" encoding="utf-8"?> <Oni Version="0.9.37.0"> <Instance id="0" type="Mtrl"> <ParentMaterial>MtrlFlesh</ParentMaterial> </Instance> </Oni> ------------------------------------------------------------------------ ONCCelite_hard_01.xml (Helmet is registered in eleventh link) [...] <Instance id="3" type="CBPM"> <Materials> [...] <Link>MtrlHelmet</Link> [...] [...] ------------------------------------------------------------------------ BINA3RAPhitheadW2_e01.xml [...] <Events> <HitCharacter> <DamageChar> <Damage> <Random Min="4" Max="5" /> </Damage> <StunDamage>0</StunDamage> <KnockBack> <Random Min="0.8" Max="1.4" /> </KnockBack> <DamageType>0</DamageType> <SelfImmune>1</SelfImmune> </DamageChar> <Die /> </HitCharacter> <Create> <FindAttractor> <DelayTime>0.1</DelayTime> </FindAttractor> <AttractHoming> <TurnSpeed>400</TurnSpeed> <PredictPosition>10</PredictPosition> <HorizontalOnly>0</HorizontalOnly> </AttractHoming> </Create> </Events> [...] ------------------------------------------------------------------------ BINA3RAPhithead_e01.xml, BINA3RAPhithelmet_e01.xml, BINA3RAPhithelmetW2_e01.xml similar to above ------------------------------------------------------------------------ BINAEINOimpact_effects.xml <?xml version="1.0" encoding="utf-8"?> <Oni Version="0.9.37.0"> <ImpactEffects> [...] <Impact Name="w1_tap"> [...] <Material Name="Helmet"> <ImpactEffect> <Component>Impact</Component> <Modifier>Any</Modifier> <Sound> <Name>ap_hit_hard</Name> <AICanHear>false</AICanHear> <AISoundType>0</AISoundType> <AISoundRadius>0</AISoundRadius> </Sound> <Particles> <Particle> <Name>hithelmet_e01</Name> <Orientation>0</Orientation> <Location>0</Location> </Particle> </Particles> </ImpactEffect> </Material> <Material Name="Head"> <ImpactEffect> <Component>Impact</Component> <Modifier>Any</Modifier> <Sound> <Name>ap_hit_body</Name> <AICanHear>false</AICanHear> <AISoundType>0</AISoundType> <AISoundRadius>0</AISoundRadius> </Sound> <Particles> <Particle> <Name>hithead_e01</Name> <Orientation>0</Orientation> <Location>0</Location> </Particle> </Particles> </ImpactEffect> </Material> [...]
Mod ideas
- How about melee attacks dealing more damage on head/helmet?
- Footprints in snow. Should be possible through character-environment collision plus decals or particle which becomes fixed to the ground.