XML:BINA/OBJC/TRIG
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general notes
- BINACJBOTrigger.oni is level specific. (It can be found in edition/GameDataFolder/levelXX_... )
- See HERE if you don't know how to convert an oni file into XML and vice versa.
- See HERE if you are searching for more general information such as how to handle object coordinates.
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 - 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
XML structure
<?xml version="1.0" encoding="utf-8"?> <Oni Version="0.9.28.0"> <ObjectCollection> [...] </ObjectCollection> </Oni>
[...] means at least one trigger. Paste all trigger data into there (this includes <Object ...> and </Object> tag).
example
<Object Id="8136" Type="TRIG"> <Header> <Flags>0</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> <ActivateTurret TargetId="1" /> </Events> </OSD> </Object>
tags
- <Flags> : unknown
- <Position> : (trigger is spawned at this xyz-position)
- <Rotation> : (trigger has xyz-rotation (in degrees))
- <Class>
- trigger_arc
- trigger_circle
- trigger_evilbrain
- trigger_long
- trigger_long4x
- trigger_long4xzag
- trigger_rectangle
- trigger_sb3A
- trigger_sb3B
- trigger_short
- (link by name to the TRIG instance (trigger class), which holds the M3GM of the rail and links to TRGE (laser emitter class) and OBAN (animation of the emitters))
- (Screenshot of each would be good.)
- <TriggerId> : (used by BSL commands)
- <Flags> :
- 4 - active?
- 8 - initial active
- 10 - reverse
- 20 - pingpong
- 40 - unknown
- 80 - unknown
- <LaserColor> : (RGB range, e.g. <LaserColor>255 0 77</LaserColor>)
- <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> : (float value; reference: 0 means no movement, 1 is slow, and 2 is fast)
- <EmitterCount> : (number of laser emitters in one trigger rail)
- <Offset_0075> : (laser is on for a number of frames you set here)
- <Offset_0077> : (laser is off for a nubmer of frames you set here)
- (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)
- <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 have more than one and different event types at same time.)