XML:BINA/ONIE: Difference between revisions

From OniGalore
Jump to navigation Jump to search
No edit summary
No edit summary
Line 1: Line 1:
=[[OBD:BINA/ONIE|BINA/ONIE]]: impact effects=
=[[OBD:BINA/ONIE|BINA/ONIE]]: impact effects=
==XML notes==
==XML notes==
More than one particle possible in particle part.
*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">)
 
{{divhide|Orientation and Location often used in this combination.|2=<br />
<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>
&nbsp;
}}




Line 299: Line 319:


==Mod ideas==
==Mod ideas==
*How about melee attacks dealing more damage on head/helmet?
*'''How about melee attacks dealing more damage on head/helmet?'''
:Could be more easily\accurately done with an attached particle on the hit_head animations. [[User:Gumby|Gumby]] 03:54, 10 May 2009 (UTC)
:Could be more easily\accurately done with an attached particle on the hit_head animations. [[User:Gumby|Gumby]] 03:54, 10 May 2009 (UTC)
*Footprints in snow. Should be possible through character-environment collision plus decals or particle which becomes fixed to the ground.
::For example, Ninja's PPK looks like it doesn't care whether it hit the head or an arm. It just has <HitAnimationType>HitHead</HitAnimationType> and this is played on target as long as PPK wasn't blocked, right? :/ [[User:Paradox-01|Paradox-01]] 13:41, 10 May 2009 (UTC)
 
*'''Footprints in snow.''' Should be possible through character-environment collision plus decals or particle which becomes fixed to the ground.
:Not quite. What would need to be done is have a particle attached to the character by spawning them and doing a single frame (basically 0, if interpolated, i think) animation to activate some attached particles that spawn decals. :)
:Not quite. What would need to be done is have a particle attached to the character by spawning them and doing a single frame (basically 0, if interpolated, i think) animation to activate some attached particles that spawn decals. :)
::I think I know what you mean. The decal is every time dropped in first TRAM frame. An alternative might be to set CollideWithWalls=true in attached particle and use HitWall event to drop the decal. [[User:Paradox-01|Paradox-01]] 13:41, 10 May 2009 (UTC)
:We could also have this activate cold breath effects. :) The former would only be good if we had an actual snow level (or dirt :P), but the latter would be good for Compound. [[User:Gumby|Gumby]] 03:54, 10 May 2009 (UTC)
:We could also have this activate cold breath effects. :) The former would only be good if we had an actual snow level (or dirt :P), but the latter would be good for Compound. [[User:Gumby|Gumby]] 03:54, 10 May 2009 (UTC)
*Guns doing more damage to flesh\cloth than armour\metal.
::Yeah, that would be fun. ^^ [[User:Paradox-01|Paradox-01]] 13:41, 10 May 2009 (UTC)
 
*'''Guns doing more damage to flesh\cloth than armour\metal.'''
:I had the same thought as you a while ago, when we first had ONIE modding unlocked for us. However, I think a better application might be for guns to deal less damage to armour than to flesh. In fact, all the neccessary materials are already in place, there are seperate effects for bullet hits already. :) [[User:Gumby|Gumby]] 03:54, 10 May 2009 (UTC)
:I had the same thought as you a while ago, when we first had ONIE modding unlocked for us. However, I think a better application might be for guns to deal less damage to armour than to flesh. In fact, all the neccessary materials are already in place, there are seperate effects for bullet hits already. :) [[User:Gumby|Gumby]] 03:54, 10 May 2009 (UTC)
::Okay, I will add damage dealing particle for flesh/cloth material around next week. [[User:Paradox-01|Paradox-01]] 13:41, 10 May 2009 (UTC)

Revision as of 13:41, 10 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>

 ">