XML:BINA/OBJC/TRIG: Difference between revisions

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m (trigger speed = OBAN * factor in file * factor via BSL)
(style update)
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===tags===
===tags===
* <Flags> : unknown
 
* <Position> : (trigger is spawned at this xyz-position)
{| class="wikitable" width="100%"
* <Rotation> : (trigger has xyz-rotation (in degrees))
!width=280px| tag
* <Class>
!width=60px| type
:: trigger_arc
! description
:: trigger_circle
|-
:: trigger_evilbrain
| <?xml version="1.0" encoding="utf-8"?>
:: trigger_long
| float, flag
:: trigger_long4x
| Don't change this.
:: trigger_long4xzag
|-
:: trigger_rectangle
| <Oni>
:: trigger_sb3A
| -
:: trigger_sb3B
|
:: trigger_short
|-
:: (link by name to the [[XML:TRIG|TRIG]] instance (trigger class), which holds the [[XML:M3GM|M3GM]] of the rail and links to [[XML:TRGE|TREG]] (laser emitter class) and [[XML:OBAN|OBAN]] (animation of the emitters))
| <TRIG Id="...">
:: (Screenshot of each would be good.)
| integer
* <TriggerId> : (used by BSL commands)
| You can also use <TRIG> without the id parameter.
* <Flags>
|-
:: 4 (active?, hex: 4)
| <Header>
:: '''InitialActive''' (hex: 8)
| -
:: '''ReverseAnim''' (hex: 10)
|
:: '''PingPong''' (hex: 20)
|-
:: 64 (unknown, hex: 40)
| <Flags>
:: 128 (unknown, hex: 80)
|
* <LaserColor> : ([[wikipedia:RGB_color_model#The_24-bit_RGB_representation|RGB]] range, e.g. <LaserColor>255 0 77</LaserColor>)
| Used in the past.
* <StartPosition> : (float value; start position of the trigger in the rail; range from 0 (bottom) to 1 (top) in connection to the spawn point of the trigger (spawn point = bottom))
|-
* <Speed> : (multiplicator, float value; e.g. 0 = no speed; 1.5 = 150% OBAN speed)
| <Position>
: ''trig_speed id speed'' is another multiplicator it doesn't override the fist one
| float x3
: if one of these two muliplicators is 0 the trigger will not move
| trigger is spawned at this xyz-position
* <EmitterCount> : (number of laser emitters in one trigger rail)
|-
* <Offset_0075> : (laser is on for a number of frames you set here)
| float x3
* <Offset_0077> : (laser is off for a nubmer of frames you set here)
| <Rotation>
::(example: when you set 360 (at offset 0x75) and 120 (at offset 0x77) then the laser gets disabled after 6 seconds for 2 seconds, then loops; note that the laser will be off all if you set 0x75 to 0 and 0x77 to a number bigger than 0)
| trigger has this xyz-rotation (in degrees)
* <Events>
|-
:*    <Script Function="calling_this_BSL_function" />
| <OSD>
:*    <ActivateTurret TargetId="Id" />
| -
:*    <DeactivateTurret TargetId="Id" />
|
:*    <ActivateConsole TargetId="Id" />
|-
:*    <DeactivateConsole TargetId="Id" />
|valign="top"| <Class>
:*    <ActivateAlarm TargetId="Id" />
|valign="top"| char[63]
:*    <DeactivateAlaram TargetId="Id" />
| <font color="#777777">TRIG</font>file<font color="#777777">.oni</font>
:*    <ActivateTrigger TargetId="Id" />
 
:*    <DeactivateTrigger TargetId="Id" />
This is a link to [[XML:TRIG|TRIG]] (trigger class), which holds the [[XML:M3GM|M3GM]] of the rail and links to [[XML:TRGE|TREG]] (laser emitter class) and [[XML:OBAN|OBAN]] (animation of the emitters)).
:*    <LockDoor TargetId="Id" />
 
:*    <UnlockDoor TargetId="Id" />
original classes:
:: (You can have more than one and different event types at same time.)
: trigger_arc
: trigger_circle
: trigger_evilbrain
: trigger_long
: trigger_long4x
: trigger_long4xzag
: trigger_rectangle
: trigger_sb3A
: trigger_sb3B
: trigger_short
|-
| <TriggerId>
| int16
| Used by BSL commands. Is it possible to use the same id for different triggers?
|-
|valign="top"| <Flags>
|valign="top"| flags
|
: InitialActive
: ReverseAnim
: PingPong
|-
|valign="top"| <LaserColor>
|valign="top"| color
| [[wikipedia:RGB_color_model#The_24-bit_RGB_representation|R G B]] range, e.g. <LaserColor>255 0 77</LaserColor>
|-
| <StartPosition>
| float
| start position of the trigger in the rail; range from 0 (bottom) to 1 (top) in connection to the spawn point of the trigger (spawn point = bottom)  
|-
|valign="top"| <Speed>
|valign="top"| float
| This is one for two multiplier. The second multiplier can be accessed via BSL command ''trig_speed id speed''.
 
total_speed = OBAN_speed * multiplier_in_file * multiplier_BSL
 
So if one of the multiplier is set to 0, the trigger will stop moving.
|-
| <EmitterCount>
| int16
| Number of emitter to spawn on the rail?
|-
| <TimeOn>
| int16
| laser is emitting its beam for X frames
|-
| <TimeOff>
| int16
| laser is not emitting its beam for X frames
|-
| <Events>
| -
| in16 array. You can use multiple events.
|-
|valign="top"| <Script Function="call_this_BSL_function" />
|valign="top"| char[32]
| Name of BSL function. For example if you use "call_this_BSL_function" here then write in BSL file:
''func call_this_BSL_function
{
      dmsg "hi"
}''
|-
| <ActivateTurret TargetId="''Id''" />
| int16
|
|-
| <DeactivateTurret TargetId="''Id''" />
| int16
|
|-
| <ActivateConsole TargetId="''Id''" />
| int16
|
|-
| <DeactivateConsole TargetId="''Id''" />
| int16
|
|-
| <ActivateAlarm TargetId="''Id''" />
| int16
|
|-
| <DeactivateAlaram TargetId="''Id''" />
| int16
|
|-
| <ActivateTrigger TargetId="''Id''" />
| int16
|
|-
| <DeactivateTrigger TargetId="''Id''" />
| int16
|
|-
| <LockDoor TargetId="''Id''" />
| int16
|
|-
| <UnlockDoor TargetId="''Id''" />
| int16
|
|}





Revision as of 23:17, 30 December 2013

TRIG : Trigger spawn collection
XML modding tips
  • See HERE to start learning about XML modding.
  • See HERE if you are searching for information on how to handle object coordinates.
  • See HERE for some typical modding errors and their causes.
XML.png
XML

AKEV << Other file types >> CONS

TMBD << Other BINA >> ONIE

TRGV << Other OBJC >> TURR

switch to OBD page

general information

  • The xml code on this page is based on onisplit v0.9.61.0
  • BINACJBOTrigger.oni is level specific. (It can be found in AE/AEInstaller/vanilla/levelX_Final.dat)
  • Extract this file if an update on xml tags is needed.


BSL support

command description example
marketing_line_off turns the laser line off marketing_line_off = 1
trig_activate trigger_id:int activates a trigger trig_activate 2
trig_deactivate trigger_id:int deactivates a trigger trig_deactivate 2
trig_hide trigger_id:int hides a trigger, disables also laser trig_hide 91
trig_show trigger_id:int shows a trigger trig_show 91
trig_speed trigger_id:int volume:float sets a triggers speed trig_speed 514 .15
trig_reset trigger_id:int resets a trigger to non-triggered state trig_reset 91


file structure

<?xml version="1.0" encoding="utf-8"?>
<Oni>
   <Objects>
       [...]
   </Objects>
</Oni>

[...] means at least one trigger. Paste all trigger data into there (this includes <TRIG Id="..."> and </TRIG> tag).

example

trigger_preview.jpg

       <TRIG Id="8136">
           <Header>
               <Flags></Flags>
               <Position>-445 68 -1362</Position>
               <Rotation>270 8.65141646E-06 180.000015</Rotation>
           </Header>
           <OSD>
               <Class>trigger_long</Class>
               <TriggerId>1</TriggerId>
               <Flags>44</Flags>
               <LaserColor>0 0 255</LaserColor>
               <StartPosition>0</StartPosition>
               <Speed>0</Speed>
               <EmitterCount>3</EmitterCount>
               <Offset_0075>0</Offset_0075>
               <Offset_0077>0</Offset_0077>
               <Events>
                   <Script Function="calling_this_BSL_function" />
                   <ActivateTurret TargetId="1" />
                   <DeactivateTurret TargetId="2" />
                   <ActivateConsole TargetId="3" />
                   <DeactivateConsole TargetId="4" />
                   <ActivateAlarm TargetId="5" />
                   <DeactivateAlaram TargetId="6" />
                   <ActivateTrigger TargetId="7" />
                   <DeactivateTrigger TargetId="8" />
                   <LockDoor TargetId="9" />
                   <UnlockDoor TargetId="10" />
               </Events>
           </OSD>
       </TRIG>

tags

tag type description
<?xml version="1.0" encoding="utf-8"?> float, flag Don't change this.
<Oni> -
<TRIG Id="..."> integer You can also use <TRIG> without the id parameter.
<Header> -
<Flags> Used in the past.
<Position> float x3 trigger is spawned at this xyz-position
float x3 <Rotation> trigger has this xyz-rotation (in degrees)
<OSD> -
<Class> char[63] TRIGfile.oni

This is a link to TRIG (trigger class), which holds the M3GM of the rail and links to TREG (laser emitter class) and OBAN (animation of the emitters)).

original classes:

trigger_arc
trigger_circle
trigger_evilbrain
trigger_long
trigger_long4x
trigger_long4xzag
trigger_rectangle
trigger_sb3A
trigger_sb3B
trigger_short
<TriggerId> int16 Used by BSL commands. Is it possible to use the same id for different triggers?
<Flags> flags
InitialActive
ReverseAnim
PingPong
<LaserColor> color R G B range, e.g. <LaserColor>255 0 77</LaserColor>
<StartPosition> float start position of the trigger in the rail; range from 0 (bottom) to 1 (top) in connection to the spawn point of the trigger (spawn point = bottom)
<Speed> float This is one for two multiplier. The second multiplier can be accessed via BSL command trig_speed id speed.

total_speed = OBAN_speed * multiplier_in_file * multiplier_BSL

So if one of the multiplier is set to 0, the trigger will stop moving.

<EmitterCount> int16 Number of emitter to spawn on the rail?
<TimeOn> int16 laser is emitting its beam for X frames
<TimeOff> int16 laser is not emitting its beam for X frames
<Events> - in16 array. You can use multiple events.
<Script Function="call_this_BSL_function" /> char[32] Name of BSL function. For example if you use "call_this_BSL_function" here then write in BSL file:
func call_this_BSL_function
{
     dmsg "hi"
}
<ActivateTurret TargetId="Id" /> int16
<DeactivateTurret TargetId="Id" /> int16
<ActivateConsole TargetId="Id" /> int16
<DeactivateConsole TargetId="Id" /> int16
<ActivateAlarm TargetId="Id" /> int16
<DeactivateAlaram TargetId="Id" /> int16
<ActivateTrigger TargetId="Id" /> int16
<DeactivateTrigger TargetId="Id" /> int16
<LockDoor TargetId="Id" /> int16
<UnlockDoor TargetId="Id" /> int16


laser movements

The hardest part in setting up triggers was pointing them in the correct direction. After much testing here are the Rotation numbers for each direction. - EdT

Triggerface0.jpg


Laser Direction 0
<Rotation>0 90 0</Rotation> Moves left of position
<Rotation>180 90 0</Rotation> Moves right of position
<Rotation>270 90 0</Rotation>Moves above position
<Rotation>90 90 0</Rotation> Moves below position


Laser Direction 90
<Rotation>0 180 0</Rotation> Moves left of position
<Rotation>180 180 0</Rotation> Moves right of position
<Rotation>270 180 0</Rotation>Moves above position
<Rotation>90 180 0</Rotation> Moves below position


Laser Direction 180
<Rotation>0 270 0</Rotation> Moves left of position
<Rotation>180 270 0</Rotation> Moves right of position
<Rotation>270 270 0</Rotation>Moves above position
<Rotation>90 270 0</Rotation> Moves below position


Laser Direction 270
<Rotation>0 0 0</Rotation> Moves left of position
<Rotation>180 0 0</Rotation> Moves right of position
<Rotation>270 0 0</Rotation>Moves above position
<Rotation>90 0 0</Rotation> Moves below position