XML:BINA/OBJC/NEUT: Difference between revisions
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m (no need to mention AE here, is there?) |
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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''' | ||
* '''BINACJBONeutral.oni''' is level specific. (It can be found in | * '''BINACJBONeutral.oni''' is level specific. (It can be found in GameDataFolder/level''XX''_Final.dat) | ||
* Press control to talk with a character (if possible). The interaction depends on what id that character has. | * Press control to talk with a character (if possible). The interaction depends on what id that character has. | ||
Revision as of 13:14, 18 April 2013
NEUT : Neutral behavior collection | ||
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XML
AKEV << Other file types >> CONS TMBD << Other BINA >> ONIE MELE << Other OBJC >> PART |
general information
- The xml code on this page is based on onisplit v0.9.61.0
- BINACJBONeutral.oni is level specific. (It can be found in GameDataFolder/levelXX_Final.dat)
- Press control to talk with a character (if possible). The interaction depends on what id that character has.
file structure
<?xml version="1.0" encoding="utf-8"?> <Oni> <Objects> [...] </Objects> </Oni>
[...] means at least one neutral behavior block. Paste all a behavior data into there (this includes <NEUT Id="..."> and </NEUT> tag).
example
<NEUT Id="1853"> <Header> <Flags></Flags> <Position>146.41217 -48.8205528 1027.55249</Position> <Rotation>0 0 0</Rotation> </Header> <OSD> <Name>Give VDG Pistol (CivFem)</Name> <NeutralId>2</NeutralId> <Flags>NoResumeAfterGive</Flags> <Ranges> <Trigger>100</Trigger> <Talk>40</Talk> <Follow>200</Follow> <Enemy>70</Enemy> </Ranges> <Speech> <Trigger>civfem_trigger</Trigger> <Abort>civfem_abort</Abort> <Enemy>civfem_enemy</Enemy> </Speech> <Script> <AfterTalk></AfterTalk> </Script> <Rewards> <WeaponClass>w6_vdg</WeaponClass> <Ammo>0</Ammo> <EnergyCell>0</EnergyCell> <Hypo>0</Hypo> <Other></Other> </Rewards> <DialogLines> <DialogLine> <Flags></Flags> <Anim>0</Anim> <OtherAnim>0</OtherAnim> <SpeechName>civfem_gift_weapon</SpeechName> </DialogLine> <DialogLine> <Flags>GiveItems</Flags> <Anim>202</Anim> <OtherAnim>0</OtherAnim> <SpeechName></SpeechName> </DialogLine> </DialogLines> </OSD> </NEUT>
tags
XML tag | content type | description |
---|---|---|
<?xml version="1.0" encoding="utf-8"?> | flag, float | Don't change this. |
<Oni> | - | |
<ObjectCollection> | - | |
<NEUT Id="1853"> | integer | Id doesn't matter here. |
<Header> | - | |
<Flags> | flag |
|
<Position> | float x3 | x y z position, useless here |
<Rotation> | float x3 | x y z rotation, useless here |
<OSD> | - | |
<Name> | char[32] | set a name here to remember later what this behavior does |
<NeutralId> | integer | used by BINA/OBJC/CHAR and BINA/CJBO/MELE |
<Flags> | flag |
|
<Ranges> | - | |
<Trigger> | float | second larges range, e.g. 100 |
<Talk> | float | shortest range, e.g. 40 |
<Follow> | float | larges range, e.g. 200 |
<Enemy> | float | third larges range, e.g. 70 |
<Speech> | - | |
<Trigger> | char[32] | The actual talk. OSBDfile.amb.oni (without file pre-/suffix)
examples of such OSBD amb files:
|
<Abort> | char[32] | OSBDfile.amb.oni (without file pre-/suffix)
examples of such OSBD amb files:
|
<Enemy> | char[32] | You will be notified about enemies by the person you are talking to. OSBDfile.amb.oni (without file pre-/suffix)
examples of such OSBD amb files:
|
<Script> | - | |
<AfterTalk> | char[32] | name of BSL function (that will be executed after the talk), e.g. set_objective_3 |
<Rewards> | - | You can get rewards for saving people. A reward can be a weapon, ammo, cells, hypos, shield, phase cloak, and LSI. |
<WeaponClass> | char[32] | any weapon, file name without prefix ONWC and suffix .oni; for exampel "w6_vdg" |
<Ammo> | integer | number of ammo clips |
<EnergyCell> | integer | number of energy cells |
<Hypo> | integer | number of hypo sprays |
<Other> | flag | combination possible
|
<DialogLines> | - | |
<DialogLine> | - | There can be multiple dialog lines. |
<Flags> | flag |
|
<Anim> | integer | any standing anim should be valid
|
<OtherAnim> | integer | |
<SpeechName> | char[32] | OSBDfile.amb.oni (without file pre-/suffix)
for example:
|