XML:BINA/OBJC/PART: Difference between revisions
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m (no need to mention AE here, is there?) |
m (on further thought, we should be consistent in directing modders to the AE .dats) |
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===general information=== | ===general information=== | ||
* 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''' | ||
* '''BINACJBOParticle.oni''' is level specific. (It can be found in | * '''BINACJBOParticle.oni''' is level specific. (It can be found in AE/AEInstaller/vanilla/level'''X'''_Final.dat) | ||
Revision as of 14:11, 18 April 2013
PART : Particle spawn collection | ||
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XML
AKEV << Other file types >> CONS TMBD << Other BINA >> ONIE NEUT << Other OBJC >> PATR |
general information
- The xml code on this page is based on onisplit v0.9.61.0
- BINACJBOParticle.oni is level specific. (It can be found in AE/AEInstaller/vanilla/levelX_Final.dat)
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
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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); }
file 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)