XML:ONCC: Difference between revisions

→‎Variants, geometry, health, etc.: explained apparent reasoning on choice of modifier name in game data
(→‎AIConstants: note on RotationSpeed in game data)
(→‎Variants, geometry, health, etc.: explained apparent reasoning on choice of modifier name in game data)
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|valign=top| <ImpactModifierName>
|valign=top| <ImpactModifierName>
|valign=top| flag
|valign=top| flag
| Used to choose the correct effect from [[XML:BINA/ONIE#List_of_tags.2C_types.2C_and_flags|ONIE]]; impact name -> material name -> modifier (<Component> probably has to be "Impact")
| Used to choose the correct effect from [[XML:BINA/ONIE#List_of_tags.2C_types.2C_and_flags|ONIE]]; impact name -> material name -> modifier (<Component> probably has to be "Impact"). This appears to have been set in the vanilla data based on the approx. mass of the character, so that Konoko and female cops have "Light", Muro and Thugs have "Medium", and Barabas, Elite Strikers and TCTF SWAT have "Heavy". However some unusual exceptions have been made, as Tankers are set to "Medium" and regular Strikers are "Heavy".
: Any
: Any
: Light
: Light