XML:BINA/OBJC/TRGV: Difference between revisions

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===general information===
===general information===
* '''BINACJBOTrigger Volume.oni''' is level specific. (It can be found in AE/GameDataFolder/level''XX''_... )
* '''BINACJBOTrigger Volume.oni''' is level specific. (It can be found in GameDataFolder/level''XX''_Final.dat)
* The xml code on this page is based on onisplit '''v0.9.61.0'''
* The xml code on this page is based on onisplit '''v0.9.61.0'''



Revision as of 13:26, 18 April 2013

TRGV : Trigger Volumes (TVs)
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 >> SNDG

switch to OBD page

general information

  • BINACJBOTrigger Volume.oni is level specific. (It can be found in GameDataFolder/levelXX_Final.dat)
  • The xml code on this page is based on onisplit v0.9.61.0

file structure

trigger_volume_preview.jpg

The red and blue lines were added to the screenshot in a graphics program, not by debug_triggers.

If you have an updated Oni Mac engine, the TVs can be made visible.

Used BSL commands:

  • debug_triggers = 1
  • chr_nocollision 0 1
  • chr_debug_characters = 1
  • chr_location 0 x y z
<?xml version="1.0" encoding="utf-8"?>
<Oni>
   <Objects>
       [...]
   </Objects>
</Oni>

[...] means at least one trigger volume. Paste all tv data into there (this includes <TRGV Id="..."> and </TRGV> tag).

example

       <TRGV Id="7383">
           <Header>
               <Flags>Locked</Flags>
               <Position>-651.5666 -298 -633.4166</Position>
               <Rotation>0 0 0</Rotation>
           </Header>
           <OSD>
               <Name>trigger_volume_46</Name>
               <Scripts>
                   <Entry>train_block2</Entry>
                   <Inside></Inside>
                   <Exit>block_path</Exit>
               </Scripts>
               <Teams>255</Teams>
               <Size>46 31 46</Size>
               <TriggerVolumeId>46</TriggerVolumeId>
               <ParentId>0</ParentId>
               <Notes></Notes>
               <Flags>PlayerOnly</Flags>
           </OSD>
       </TRGV>
start      + size = end
- 651.5666 + 46   = -605.5666 = x_blue_line_end
- 298      + 31   = -267      = y_blue_line_end
- 633.4166 + 46   = -587.4166 = z_blue_line_end


tags

  • <Flags>
Locked
  • <Position> : (a volume corner)
  • <Rotation> : (xyz-rataion in degrees)
  • <Name> : (can have up to 63 characters)
  • <Scripts> : (BSL functions; each can have up to 32 characters)
<Entry> : (called up when character enters the TV)
<Inside> : (called while character is inside the TV)
(This one is triggered at every frame (60 times per second) unless the trigger-only-once flag is set. Continuous triggering is typically needed for fire or gas damage.)
<Exit> : (called up when character leaves the TV)
  • <Teams>
1 - Konoko
2 - TCTF
4 - Syndicate
8 - Neutral
16 - SecurityGuard
32 - RogueKonoko
64 - Switzerland
128 - SyndicateAccessory
(every combination is possible)
255 - all teams (1 + 2 + 4 + 8 + 16 + 32 + 64 + 128 = 255)
  • <Size> : (volume)
  • <TriggerVolumeId> : (used by BSL command "trigvolume_corpse ID")
  • <ParentId> : ...
  • <Notes> : (space for 128 characters)
  • <Flags>
OneTimeEnter - entry function called only once (otherwise called every time character enters the TV)
OneTimeInside - inside function called only once (otherwise called at every frame while character is in the TV)
OneTimeExit - exit function called only once (otherwise called every time character leaves the TV)
EnterDisabled - entry function disabled (can be enabled with "trigvolume_enable tv_name entry 1")
InsideDisabled - inside function disabled (can be enabled with "trigvolume_enable tv_name inside 1")
ExitDisabled - exit function disabled (can be enabled with "trigvolume_enable tv_name exit 1")
Disabled - all 3 functions disabled (master switch, can be enabled with "trigvolume_enable tv_name all 1")
PlayerOnly - only player characters can fire off the TV


Resetting the trigger volume

trigvolume_reset(string tv_name) resets the TV to its preset state. The primary use of this is to re-enable "entry", "inside" or "exit" calls once the TV has been triggered (only necessary if the respective trigger-only-once flags are set of course). Note that some or all the TV functions are disabled at level load, you'll have to enable them manually after resetting the TV.