XML:ONLV: Difference between revisions

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The last original level (syndicate mountain compound) has a big dish platform that can be made hidden. Obviously, such objects/areas can be made to have pathfinding too.
The last original level (syndicate mountain compound) has a big dish platform that can be made hidden. Obviously, such objects/areas can be made to have pathfinding too.
;More possible applications of env_show:
* grids in front of ventilation shafts (a little door object could be an alternative)
* ground/ceiling/objects for cutscenes that become partially destroyed
* destrucable walls [http://www.youtube.com/watch?v=qgJUbPWX5yE like in Deus Ex 3] (trigger volume, replacing punch anim with punch-through-wall anim)




=====breakable objects with BSL recognition=====
=====breakable objects with BSL recognition=====
Broken env objects can be recognized by bsl command ''env_broken (ID_1, ID_N)''. However, this whole thing require additional things to make use of it.
Broken env objects can be recognized by bsl command ''env_broken (ID_1, ID_N)''. However, this whole thing requires additional code to work.


An example is the training level. Let's determines how we can set such thing up.
An example is the training level. Let's determine how we can set up such a thing.


First we need a TV like in level 1.
First we need a [[XML:BINA/OBJC/TRGV|trigger volume]] like in level 1.


         <TRGV Id="11495">
         <TRGV Id="11495">
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         </TRGV>
         </TRGV>


Now we need the the BSL code.
Now we need the BSL code.


  var int inside_target_function;
  var int inside_target_function;
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: <!-- None -->
: <!-- None -->
: NotInitiallyCreated  
: NotInitiallyCreated  
===spawnable geometry===
In Oni's last level, the platform of the big satellite dish can be spawned/deleted from BSL. Characters on it will fall down when the platform becomes deleted (tested long time ago).
If OBOA import is not allowed maybe we can add more such things with the physics.xml and then use the <ScriptId> for BSL?
Possible applications:
* grids in front of ventilation shafts (a little door object should be a good alternative here)
* ground/ceiling/objects for cutscenes that become partially destroyed
* destrucable walls [http://www.youtube.com/watch?v=qgJUbPWX5yE like in Deus Ex 3] (trigger volume, replacing punch anim with punch-through-wall anim)
------ 
Perhaps this will help: http://oni.bungie.org/community/forum/viewtopic.php?pid=36765#p36765
In the textures.xml file you can set the environment's collision info by texture.
Also, you can add OBAN in the physics.xml file like this, though I have not fully tested this.
        <Object Name="object_Zipthing01">
            <ScriptId>71</ScriptId>
            <Geometry>M3GMZipthing01.oni</Geometry>
            <Animation>OBANZipthing01.oni</Animation>
        </Object>
If you extract the AKEV for the compound level, the big dish is part of the environment.  env_show is used to show and hide the dish.  However, currently, OniSplit does not support that feature.
[[User:EdT|EdT]] 01:11, 6 June 2012 (CEST)
: Okay, i see, another thing to wait for. Will test the physics.xml a bit during weekend. [[User:Paradox-01|paradox-01]] 12:08, 6 June 2012 (CEST)




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