XML:BINA/OBJC/PART: Difference between revisions
Jump to navigation
Jump to search
Paradox-01 (talk | contribs) mNo edit summary |
Paradox-01 (talk | contribs) mNo edit summary |
||
Line 9: | Line 9: | ||
following command can kill different particle with same tag at once but only one of each, so don't double spawn | following command can kill different particle with same tag at once but only one of each, so don't double spawn | ||
* particle '' | * particle ''BSL_name'' kill (kill counts also as die event) | ||
following command reset particle | following command reset particle | ||
* particle '' | * particle ''BSL_name'' reset | ||
following commands depend on [[OBD_talk:BINA/PAR3#event_types|particle events]] | following commands depend on [[OBD_talk:BINA/PAR3#event_types|particle events]] | ||
{| | {| | ||
{{table}} | {{table}} | ||
|width=50% | particle '' | |width=50%| | ||
| p3_callevent '' | : <font color="#777777">BSL_name = <Tag> in BINACJBOParticle.xml / <Name> in [[OBD:ENVP|ENVP]]</font> | ||
| | |||
: <font color="#777777">file_name = <Class> in BINACJBOParticle.xml / <ParticleClass> in [[OBD:ENVP|ENVP]]</font> | |||
|- | |||
| particle ''BSL_name'' update | |||
| p3_callevent ''file_name'' 0 | |||
|- | |- | ||
| particle '' | | particle ''BSL_name'' pulse | ||
| p3_callevent '' | | p3_callevent ''file_name'' 1 | ||
|- | |- | ||
| particle '' | | particle ''BSL_name'' start | ||
| p3_callevent '' | | p3_callevent ''file_name'' 2 | ||
|- | |- | ||
| particle '' | | particle ''BSL_name'' stop | ||
| p3_callevent '' | | p3_callevent ''file_name'' 3 | ||
|- | |- | ||
| particle '' | | particle ''BSL_name'' bgfx_start | ||
| p3_callevent '' | | p3_callevent ''file_name'' 4 | ||
|- | |- | ||
| particle '' | | particle ''BSL_name'' bgfx_stop | ||
| p3_callevent '' | | p3_callevent ''file_name'' 5 | ||
|- | |- | ||
| particle '' | | particle ''BSL_name'' hit_wall | ||
| p3_callevent '' | | p3_callevent ''file_name'' 6 | ||
|- | |- | ||
| particle '' | | particle ''BSL_name'' hit_char | ||
| p3_callevent '' | | p3_callevent ''file_name'' 7 | ||
|- | |- | ||
| particle '' | | particle ''BSL_name'' lifetime | ||
| p3_callevent '' | | p3_callevent ''file_name'' 8 | ||
|- | |- | ||
| particle '' | | particle ''BSL_name'' explode | ||
| p3_callevent '' | | p3_callevent ''file_name'' 9 | ||
|- | |- | ||
| particle '' | | particle ''BSL_name'' brokenlink | ||
| p3_callevent '' | | p3_callevent ''file_name'' 10 | ||
|- | |- | ||
| particle '' | | particle ''BSL_name'' create <font color="#777777">(create counts also as update event)</font> | ||
| p3_callevent '' | | p3_callevent ''file_name'' 11 | ||
|- | |- | ||
| particle '' | | particle ''BSL_name'' die | ||
| p3_callevent '' | | p3_callevent ''file_name'' 12 | ||
|- | |- | ||
| particle '' | | particle ''BSL_name'' newattractor | ||
| p3_callevent '' | | p3_callevent ''file_name'' 13 | ||
|- | |- | ||
| particle '' | | particle ''BSL_name'' delay_start | ||
| p3_callevent '' | | p3_callevent ''file_name'' 14 | ||
|- | |- | ||
| particle '' | | particle ''BSL_name'' delay_stop | ||
| p3_callevent '' | | p3_callevent ''file_name'' 15 | ||
|} | |} | ||
Line 85: | Line 90: | ||
<?xml version="1.0" encoding="utf-8"?> | <?xml version="1.0" encoding="utf-8"?> | ||
<Oni | <Oni> | ||
< | <Objects> | ||
'''''[...]''''' | '''''[...]''''' | ||
</ | </Objects> | ||
</Oni> | </Oni> | ||
'''''[...]''''' means at least one particle. Paste all particle data into there (this includes '''<font color="#0A0">< | '''''[...]''''' means at least one particle. Paste all particle data into there (this includes '''<font color="#0A0"><PART Id="..."></font>''' and '''<font color="#0A0"></PART></font>''' tag). | ||
'''example''' | '''example''' | ||
Line 98: | Line 103: | ||
[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/fire.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/fire_preview.png] | [http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/fire.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/fire_preview.png] | ||
|} | |} | ||
'''<font color="#0A0">< | '''<font color="#0A0"><PART Id="8463"></font>''' | ||
<Header> | <Header> | ||
<Flags> | <Flags></Flags> | ||
<Position>-1050 45 1610</Position> | <Position>-1050 45 1610</Position> | ||
<Rotation>0 0 0</Rotation> | <Rotation>0 0 0</Rotation> | ||
Line 108: | Line 113: | ||
<Tag>auto1fire</Tag> | <Tag>auto1fire</Tag> | ||
<Flags>13</Flags> | <Flags>13</Flags> | ||
< | <DecalScale>1 1</DecalScale> | ||
</OSD> | </OSD> | ||
'''<font color="#0A0"></ | '''<font color="#0A0"></PART></font>''' | ||
'''tags''' | '''tags''' | ||
* <Flags> : (unknown, usually | * <Flags> : (unknown, usually empty) | ||
* <Position> : (particle is created at this xyz-position) | * <Position> : (particle is created at this xyz-position) | ||
* <Rotation> : (particle has xyz-rotation (in degrees)) | * <Rotation> : (particle has xyz-rotation (in degrees)) | ||
Line 122: | Line 124: | ||
* <Tag> : (name for BSL use, can have up to 48 characters) | * <Tag> : (name for BSL use, can have up to 48 characters) | ||
* <Flags> : | * <Flags> : | ||
: | : NotInitiallyCreated | ||
* <Decal> : (first comes X (horizontal) scaling (float value), then a space, then Y (vertical) scaling (float value); "1" seems to show image in original size which can be rather small in-game if actual decal file uses also a small scale) | |||
* <Decal | |||
Revision as of 11:32, 28 August 2011
general information
- BINACJBOParticle.oni is level specific. (It can be found in edition/GameDataFolder/levelXX_... )
BSL support
following command can kill different particle with same tag at once but only one of each, so don't double spawn
- particle BSL_name kill (kill counts also as die event)
following command reset particle
- particle BSL_name reset
following commands depend on particle events
|
|
particle BSL_name update | p3_callevent file_name 0 |
particle BSL_name pulse | p3_callevent file_name 1 |
particle BSL_name start | p3_callevent file_name 2 |
particle BSL_name stop | p3_callevent file_name 3 |
particle BSL_name bgfx_start | p3_callevent file_name 4 |
particle BSL_name bgfx_stop | p3_callevent file_name 5 |
particle BSL_name hit_wall | p3_callevent file_name 6 |
particle BSL_name hit_char | p3_callevent file_name 7 |
particle BSL_name lifetime | p3_callevent file_name 8 |
particle BSL_name explode | p3_callevent file_name 9 |
particle BSL_name brokenlink | p3_callevent file_name 10 |
particle BSL_name create (create counts also as update event) | p3_callevent file_name 11 |
particle BSL_name die | p3_callevent file_name 12 |
particle BSL_name newattractor | p3_callevent file_name 13 |
particle BSL_name delay_start | p3_callevent file_name 14 |
particle BSL_name delay_stop | p3_callevent file_name 15 |
note about wannabe-damaging particle
Damaging particles would make characters "flinch" no matter how little the damage. So, particle are responsible for visualizing the danger and a trigger volume for dealing the damage.
particle auto1fire start ### TV inside function func void fire_damage(string ai_name) { dprint fire_hurt_konoko ### ignore the "fire_hurt_konoko" ### all characters get damage because the TV is registered for all teams (255) ### ps: this damage cannot be absorbed by a shield chr_poison (ai_name, 5, 30, 30); }
XML structure
<?xml version="1.0" encoding="utf-8"?> <Oni> <Objects> [...] </Objects> </Oni>
[...] means at least one particle. Paste all particle data into there (this includes <PART Id="..."> and </PART> tag).
example
<PART Id="8463"> <Header> <Flags></Flags> <Position>-1050 45 1610</Position> <Rotation>0 0 0</Rotation> </Header> <OSD> <Class>env_fire9_e01</Class> <Tag>auto1fire</Tag> <Flags>13</Flags> <DecalScale>1 1</DecalScale> </OSD> </PART>
tags
- <Flags> : (unknown, usually empty)
- <Position> : (particle is created at this xyz-position)
- <Rotation> : (particle has xyz-rotation (in degrees))
- <Class> : (file name, can have up to 64 characters)
- <Tag> : (name for BSL use, can have up to 48 characters)
- <Flags> :
- NotInitiallyCreated
- <Decal> : (first comes X (horizontal) scaling (float value), then a space, then Y (vertical) scaling (float value); "1" seems to show image in original size which can be rather small in-game if actual decal file uses also a small scale)