XML:File types: Difference between revisions
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==OBJC== | ==OBJC== | ||
{| | {|width="100%" style="border-style:solid; background-color:#F9F9F9; border:1px solid #AAA" | ||
| | !width="150px" align="left"|Tag | ||
!width="250px" align="left"|Name | |||
| | !width="50px" align="left"|Docs | ||
!width="200px" align="left"|File | |||
!align="left"|Loc. | |||
| | {{XMLtype|BINA/OBJC/CHAR| | ||
|some | |||
| | |||
| | |yes | ||
|List of characters in a specific level, containing their position, script function names, weapon, ammunition, items, team, combat, melee ID, etc.}} | |||
{{XMLtype|BINA/OBJC/CMBT| | |||
| | |some | ||
| | |||
|yes | |||
| | |List of combat profiles for global use, containing conditions that govern the AI's melee, weapon combat, and retreat behavior, based on factors like distance and the enemy's reactions.}} | ||
{{XMLtype|BINA/OBJC/CONS| | |||
|yes | |||
| | | | ||
|yes | |||
|List of consoles in a specific level, containing their position, script name (ID), screen images, and script function names. Consoles are used to open doors, trigger alarms, or provide information.}} | |||
| | {{XMLtype|BINA/OBJC/DOOR| | ||
|yes | |||
| | |||
| | |yes | ||
|List of doors in a specific level, containing their conditions for when a door opens (e.g., is the action key required?), and what events are triggered by a character who opens the door.}} | |||
{{XMLtype|BINA/OBJC/FLAG| | |||
| | |yes | ||
| | |||
|yes | |||
| | |List of flags in a specific level, containing their position. Flags are used by level scripts and patrol paths.}} | ||
{{XMLtype|BINA/OBJC/FURN| | |||
|yes | |||
| | | | ||
|yes | |||
|List of pieces of furniture in a specific level. This file type can be used to import level objects.}} | |||
| | {{XMLtype|BINA/OBJC/MELE| | ||
|some | |||
| | |||
| | |yes | ||
|List of melee profiles for global use. A melee profile contains a simple program that determines how the AI uses its combat moves.}} | |||
{{XMLtype|BINA/OBJC/NEUT| | |||
| | |yes | ||
| | |||
|yes | |||
| | |List of neutral character behaviors in a specific level. Every character has a melee, combat and neutral behavior ID. It determines whether a non-player character (NPC) talks to you and whether they give you a power-up.}} | ||
{{XMLtype|BINA/OBJC/PART| | |||
|yes | |||
| | |||
|yes | |||
|List of particles in a specific level, containing their position, script name and scaling.}} | |||
{{XMLtype|BINA/OBJC/PATR| | |||
|yes | |||
| | |||
|yes | |||
|List of patrol paths in a specific level, containing an ID which is used by CHAR and the scripting command "ai2_dopath".}} | |||
{{XMLtype|BINA/OBJC/PWRU| | |||
|yes | |||
| | |||
|yes | |||
|List of power-ups (items, e.g. hypo sprays) in a specific level which are spawned at level load, containing their position.}} | |||
{{XMLtype|BINA/OBJC/SNDG| | |||
|yes | |||
| | |||
|yes | |||
|List of sound groups in a specific level. Sound groups are the invisible spheres which contain ambient sounds. If you come near a machine and you hear a sound, that's because of SNDG.}} | |||
{{XMLtype|BINA/OBJC/TRGV| | |||
|yes | |||
| | |||
|yes | |||
|List of trigger volumes in a specific level. They are invisible areas which trigger functions in a script.}} | |||
{{XMLtype|BINA/OBJC/TRIG| | |||
|yes | |||
| | |||
|yes | |||
|List of laser triggers in a specific level. There are several forms of triggers, and they can trigger not only turrets (TURR), but also script functions in the level.}} | |||
{{XMLtype|BINA/OBJC/TURR| | |||
|yes | |||
| | |||
|yes | |||
|List of turrets in a specific level. Note that their pods are part of the level geometry. Spawn one manually and it might be located somewhere in the air. Determines their head's position, the weapon inside the turret head, and the team ID to target.}} | |||
{{XMLtype|BINA/OBJC/WEAP| | |||
|yes | |||
| | |||
|yes | |||
|List of weapons in a specific level, determining their spawn location at level load.}} | |||
|} | |} | ||
Revision as of 18:54, 8 April 2014
- See Modding Oni for an introduction to modding.
- See XML for an introduction to XML modding.
The XML namespace is devoted to explaining Oni's data types, originally documented in a technical byte-by-byte manner at OBD, according to the more user-friendly format they appear in when exported by OniSplit as XML. Following is an overview of each data type's function, and whether it has XML documentation available.
Documentation status:
BINA
Tag | Name | Docs | File | Loc. | |
---|---|---|---|---|---|
BINA/ONIE | Oni Impact Effects
|
BINAEINOimpact_effects.oni | yes | A list of all impact effects which can happen in the game. That includes weapon particles, hand-to-hand combat, and footsteps. The impact effect is selected according the type of impact (Impt) and the material (Mtrl) which is hit. | |
{{{7}}} | |||||
BINA/PAR3 | Particle class
|
A list of types of particles which can be spawned in the game, used by weapons to deal damage, for lighting effects, etc. A specific instance of a PAR3 class is a PART. | |||
{{{7}}} | |||||
BINA/SABD | Sound Animation Binary Data
|
A list of the sounds to be played for each animation type, according to the character variant (ONCV) and the type of animation (TRAM) that they are playing. | |||
{{{7}}} | |||||
BINA/TMBD | Texture Materials Binary Data
|
A list of the material (Mtrl) for each texture map (TXMP). Used by ONIE. | |||
{{{7}}} |
OBJC
Tag | Name | Docs | File | Loc. | |
---|---|---|---|---|---|
BINA/OBJC/CHAR |
|
yes | List of characters in a specific level, containing their position, script function names, weapon, ammunition, items, team, combat, melee ID, etc. | ||
{{{7}}} | |||||
BINA/OBJC/CMBT |
|
yes | List of combat profiles for global use, containing conditions that govern the AI's melee, weapon combat, and retreat behavior, based on factors like distance and the enemy's reactions. | ||
{{{7}}} | |||||
BINA/OBJC/CONS |
|
yes | List of consoles in a specific level, containing their position, script name (ID), screen images, and script function names. Consoles are used to open doors, trigger alarms, or provide information. | ||
{{{7}}} | |||||
BINA/OBJC/DOOR |
|
yes | List of doors in a specific level, containing their conditions for when a door opens (e.g., is the action key required?), and what events are triggered by a character who opens the door. | ||
{{{7}}} | |||||
BINA/OBJC/FLAG |
|
yes | List of flags in a specific level, containing their position. Flags are used by level scripts and patrol paths. | ||
{{{7}}} | |||||
BINA/OBJC/FURN |
|
yes | List of pieces of furniture in a specific level. This file type can be used to import level objects. | ||
{{{7}}} | |||||
BINA/OBJC/MELE |
|
yes | List of melee profiles for global use. A melee profile contains a simple program that determines how the AI uses its combat moves. | ||
{{{7}}} | |||||
BINA/OBJC/NEUT |
|
yes | List of neutral character behaviors in a specific level. Every character has a melee, combat and neutral behavior ID. It determines whether a non-player character (NPC) talks to you and whether they give you a power-up. | ||
{{{7}}} | |||||
BINA/OBJC/PART |
|
yes | List of particles in a specific level, containing their position, script name and scaling. | ||
{{{7}}} | |||||
BINA/OBJC/PATR |
|
yes | List of patrol paths in a specific level, containing an ID which is used by CHAR and the scripting command "ai2_dopath". | ||
{{{7}}} | |||||
BINA/OBJC/PWRU |
|
yes | List of power-ups (items, e.g. hypo sprays) in a specific level which are spawned at level load, containing their position. | ||
{{{7}}} | |||||
BINA/OBJC/SNDG |
|
yes | List of sound groups in a specific level. Sound groups are the invisible spheres which contain ambient sounds. If you come near a machine and you hear a sound, that's because of SNDG. | ||
{{{7}}} | |||||
BINA/OBJC/TRGV |
|
yes | List of trigger volumes in a specific level. They are invisible areas which trigger functions in a script. | ||
{{{7}}} | |||||
BINA/OBJC/TRIG |
|
yes | List of laser triggers in a specific level. There are several forms of triggers, and they can trigger not only turrets (TURR), but also script functions in the level. | ||
{{{7}}} | |||||
BINA/OBJC/TURR |
|
yes | List of turrets in a specific level. Note that their pods are part of the level geometry. Spawn one manually and it might be located somewhere in the air. Determines their head's position, the weapon inside the turret head, and the team ID to target. | ||
{{{7}}} | |||||
BINA/OBJC/WEAP |
|
yes | List of weapons in a specific level, determining their spawn location at level load. | ||
{{{7}}} |
Others
AISA
|
AKEV
|
CONS
|
DOOR
|
DPge
|
FILM
|
HPge
|
IGHH
|
Impt
|
IPge
|
M3GM
|
Mtrl
|
OBAN
|
OFGA
|
ONCC
|
ONCV
|
ONGS
|
ONLD
|
ONLV
|
ONSK
|
ONVL
|
ONWC
|
OPge
|
OSBD
|
PSpc
|
PSpL
|
PSUI
|
StNA
|
SUBT
|
TRAC
|
TRAM
|
TRAS
|
TRBS
|
TRGE
|
TRIG
|
TRMA
|
TRSC
|
TXMB
|
TXMP
|
TxtC
|
WMCL
|
WMDD
|
WMM
|
WPge
|