XML:BINA/OBJC/CONS: Difference between revisions
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Revision as of 18:06, 6 November 2012
BINA/OBCJ/CONS: consols
The xml code on this page is based on onisplit v0.9.61.0 |
general information
- Y value of "chr_debug_characters = 1" doesn't need to be changed.
- Facing (Y rotation) needs to be changed by 180 degrees.
- This console spawning doesn't include console geometry, see screenshot.
- BINACJBOConsole.oni is level specific. (It can be found in edition/GameDataFolder/levelXX_... )
- All consoles can be seen HERE.
- Activation tolerances - player must fullfill following requirements before he can use the console:
- a distance of 10 or less (world units)
- a distance of -2 or less (e.g. you can't activate console while standing inside or behind it)
- a facing of 1,22173 radians (ca. 70°) or less
- a sideways distance of 8 or less
- a height of 8 or less (pelvis height - console height)
XML structure
<?xml version="1.0" encoding="utf-8"?> <Oni> <Objects> [...] </Objects> </Oni>
[...] means at least one console. Paste all console data into there (this includes <CONS Id="..."> and </CONS> tag).
example
<CONS Id="8179"> <Header> <Flags>Locked Gunk</Flags> <Position>-1354.927 45 860.053</Position> <Rotation>180.000015 0 180.000015</Rotation> </Header> <OSD> <Class>console0</Class> <ConsoleId>2</ConsoleId> <Flags>Active</Flags> <InactiveTexture>_con_INACTIVE</InactiveTexture> <ActiveTexture>_con_MTCOM_DISH</ActiveTexture> <TriggeredTexture>_con_MTC_DISHFLASH</TriggeredTexture> <Events> <Script Function="fconsole_ok" /> </Events> </OSD> </CONS>
tags
- <Flags> :
- Locked (means what in this case?) (hex: 1)
- Gunk (means what?) (hex: 8)
- <Position> : (console is spawned at this xyz-position)
- <Rotation> : (console is spawned with this xyz-rotation (in degrees))
- <Class>: console0 / console_alarm / console_data / ?
- <ConsoleId> : (used by BSL commands like "console_deactivate ID")
- <Flags> :
- HEX=Dec/Flag
- 00 = (empty)(not active)
- 01 = 1 (unknown)
- 02 = 2 (unknown)
- 04 = 4 (unknown)
- 08 = InitialActive
- 09 = 9 (*)
- 10 = 16 (unknown)
- 20 = Punch (KONOKOconsole_punch.TRAM .. WTF O_o Seems to be a KONCOMcomb_p copy but slightly slower; I think it was used in a beta to crash the console via character-environment collision, shall we try to get it back?)
- 28 = InitialActive Punch
- 40 = IsAlarm
- 80 = 128 (unknown)
- C0 = 192 (*)
- EE = 238 (*)
- * not tested, might screw everything, was only set to test the XML export
- Multiple flags:
- known flag and unknown flag are extracted as decimal number added together (see 9)
- known flags are extracted as readable flags, separated by a space sign (see 28)
- <InactiveTexture> : _con_ALARM_SLEEP / _con_USED / _con_used / _con_INACTIVE / (etc.)
- <ActiveTexture> : _con_ALARM_SLEEP / _con_INFO / _con_MTC_2 / _con_mtc_stairs / _con_MTCOM_DISH / _con_MTCOM_DISH / (etc.)
- <TriggeredTexture> : _con_ALARM_ON / _con_USED / _con_used / _con_MTC_DISHFLASH / (etc.) (custom textures should be possible)
- <Events>
- <Script Function="calling_this_BSL_function" />
- <ActivateTurret TargetId="Id" />
- <DeactivateTurret TargetId="Id" />
- <ActivateConsole TargetId="Id" />
- <DeactivateConsole TargetId="Id" />
- <ActivateAlarm TargetId="Id" />
- <DeactivateAlaram TargetId="Id" />
- <ActivateTrigger TargetId="Id" />
- <DeactivateTrigger TargetId="Id" />
- <LockDoor TargetId="Id" />
- <UnlockDoor TargetId="Id" />
- (You can use multiple events.)