XML:BINA/ONIE: Difference between revisions

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(unexpected problems .. as always .. whatever, here's the second beta of "material depending damage" as it is now)
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====Extra damage for head hits====
====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.
{{divhide|first beta|2=<br />
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]
: [http://mods.oni2.net/index.php?q=node/71 >> put files into level0_Final]


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  ------------------------------------------------------------------------
  ------------------------------------------------------------------------
   
   
  '''ONCCelite_hard_01.xml''' (Helmet is registered in eleventh link)
  '''ONCCelite_hard_1.xml''' (Helmet is registered in eleventh link)
   
   
  [...]
  [...]
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             [...]
             [...]
</font>
</font>
}}
{{divhide|second beta|2=<br />
Known bugs:
* vdg refused to work properly so I modified it to keep the original effect at least.
* screamers does too much damage in short time
Changes:
* Particle becomes attached now after spawning, should be more precise than being attracted.
* Added [[AE:New_weapons#w15_smg_Silenced_Machine_Gun|w15_smg]] into ONIE.
* Material Flesh and Cloth uses same damage dealing particle, "unprotected".
* '''[http://www.mods.oni2.net/sites/default/files/material_depending_damage.zip files]'''
material damage stun knockback  (notes)
w1_tap x 8-10 0 0.6-1.7
head +4 +0.2 +0.8
unprotected +2 +0 +0.2
helmet +3 +0.1 +0.4
w2_sap x 3-4 1 0.65-0.75
head +2 +0.3 +0.4
unprotected +1 +0.1 +0.1
helmet +1-2 +0.2 +0.25
w3_phr x M10 S1 10 3-5
head +4 +4 +3
unprotected +2 +2 +1
helmet +2 +1 +2
w4_psm x [4->1] 60-120 M2 S3 (less base damage now)
head +1 +6 +0.7 (because there are more impact triggering particle)
unprotected +0-1 +5 +0.3 ([[Gameplay#Weapon_tips|wall reflected]] beam deals no base damage but the additional, so yea, the beam get weaker)
helmet +0-1 +1 +0.1
w5_sbg x 30-32 30 25 ("perfect shot" dealt already over 200 points)
head +5 +4 +1 (therefore let's keep additional damage low here)
unprotected +3 +2 +1
helmet +4 +3 +0.8
<font color="#AAAAAA">
w6_vdg x 1 200 15 (needs debugging before getting released)
head +0-1 +10 +0.7
unprotected +0 +6 +0.2
helmet +0 +0 +0 (no file)</font>
w7_scc x M7 S2 0 5-8
head +3 +0 +0.5
unprotected +1-2 +0 +0.3
helmet +1 +0 +0.4
w8_mbo x 60-80 40-60 30-40
head +15 +4 +3
unprotected +10 +2 +2
helmet +5 +3 +2-3
w9_scr (whatever .. it became too deadly)
w10_sni x 40-60 10 10
head +4 +1 +0.6
unprotected +3 +0-1 +0.5
helmet +2 +0 +0.1
w11_ba1 x 12-30 20 20
head +3 +2 +1.2
unprotected +2 +1 +1
helmet +1 +0 +0.2
w12_ba2 x 2-8 10 0.5
head +3 +2 +0.15
unprotected +2 +1 +0.1
helmet +1 +0 +0.05
w13_muro -
w14_muro -
w15_smg x 7-9 1 0.65-0.75
head +4 +0.3 +0.4
unprotected +2 +0.2 +0.25
helmet +3 +0.1 +0.1
M=Mean S=StdDev (bell curve values)
&nbsp;
}}


<!--
<!--

Revision as of 21:08, 17 May 2009

BINA/ONIE: impact effects

XML notes

  • More than one particle possible in particle part.
  • Location #5: particle is fixed to character if origin is particle-character collision, not fixed if origin is character-character collision*. (* example: look up plasma shot "w3_phr_x02" and add it in particle section of <Impact Name="Kick_Hit">)

<div class="NavFrame collapsed" style="width:

<Orientation>0</Orientation>
<Location>0</Location>
<Orientation>0</Orientation>
<Location>4</Location>
<Decal1>false</Decal1>
<Decal2>true</Decal2>
<Orientation>3</Orientation>
<Location>1</Location>
<Offset>0.2</Offset>
<Orientation>0</Orientation>
<Location>1</Location>
<Offset>-1</Offset>

 ">