XML:BINA/OBJC/CONS
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CONS : Console spawn collection | ||
---|---|---|
XML
AKEV << Other file types >> CONS TMBD << Other BINA >> ONIE CHAR << Other OBJC >> CMBT |
general information
- The xml code on this page was tested with onisplit version 0.9.61.0 and 0.9.82.0
- Y value of "chr_debug_characters = 1" doesn't need to be changed.
- Facing (Y rotation) needs to be changed by 180 degrees.
- This console spawning doesn't include console geometry (see screenshot) unless it's done via ONLV level import.
- BINACJBOConsole.oni is level specific. (It can be found in AE/AEInstaller/vanilla/levelX_Final.dat)
- All consoles can be seen HERE.
- Activation tolerances - player must fullfill following requirements before he can use the console:
- a distance of 10 or less (world units)
- a distance of -2 or less (e.g. you can't activate console while standing inside or behind it)
- a facing of 1,22173 radians (ca. 70°) or less
- a sideways distance of 8 or less
- a height of 8 or less (pelvis height - console height)
file structure
<?xml version="1.0" encoding="utf-8"?> <Oni> <Objects> [...] </Objects> </Oni>
[...] means at least one console. Paste all console data into there (this includes <CONS Id="..."> and </CONS> tag).
example
<CONS Id="8179"> <Header> <Flags>Locked Gunk</Flags> <Position>-1354.927 45 860.053</Position> <Rotation>180.000015 0 180.000015</Rotation> </Header> <OSD> <Class>console0</Class> <ConsoleId>2</ConsoleId> <Flags>InitialActive</Flags> <InactiveTexture>_con_INACTIVE</InactiveTexture> <ActiveTexture>_con_MTCOM_DISH</ActiveTexture> <TriggeredTexture>_con_MTC_DISHFLASH</TriggeredTexture> <Events> <Script Function="fconsole_ok" /> </Events> </OSD> </CONS>
tags
tag | type | description |
---|---|---|
<?xml version="1.0" encoding="utf-8"?> | float, flag | Don't change this. |
<Oni> | - | |
<Objects> | - | |
<CONS Id="..."> | int32 | Use any number. No need to be unique. -- For level import use <CONS>. |
<Header> | - | |
<Flags> | flag | Object flags. Used in the past, ignore them. |
<Position> | float x3 | X Y Z position. For original consoles use Y=0 if ground plane is 0. |
<Rotation> | float x3 | X Y Z rotation. chr_debug_characters = 1 shows the player's facing which can be used for console's Y value. X and Z should be 0. |
<OSD> | - | |
<Class> | link | Original consoles:
For level import via xml master file use absolute/relative file path, e.g. consoles/console_data.oni |
<ConsoleId> | int16 | Can be used with BSL commands like "console_deactivate ID". |
<Flags> | flag |
|
<InactiveTexture> | char[63] | TXMPfile.oni (don't use file prefix/suffix) Image for disabled console. Examples:
_con_ALARM_SLEEP / _con_USED / _con_used / _con_INACTIVE |
<ActiveTexture> | char[63] | TXMPfile.oni (don't use file prefix/suffix) Image for enabled console. Examples:
_con_ALARM_SLEEP / _con_INFO / _con_MTC_2 / _con_mtc_stairs / _con_MTCOM_DISH / _con_MTCOM_DISH |
<TriggeredTexture> | char[63] | TXMPfile.oni (don't use file prefix/suffix) Image for used console. Examples:
_con_ALARM_ON / _con_USED / _con_used / _con_MTC_DISHFLASH |
<Events> | int16 | 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 |
Mod Tool aided import
Limitation: this method was created for information consoles only.
vbs code
' make a new layer ("CONS_layer" or whatever) ' make it the current layer (by setting the >> sign) ' in shared\consoles folder ' extract console_data.oni as dae ' import only console_data_11.dae ' duplicate, translate, rotate as you need ' right-click your CONS_layer > "Select All Objects in Layer" ' run vbs code to create xml file (script editor: Alt+4, Run code: F5) ' it will appear on your desktop ' edit ConsoleId and Script Function ' import by registering consoles in your level's xml master file ' (<Objects><Import>BINACJBOConsole.xml) FolderName = CreateObject("WScript.Shell").SpecialFolders("Desktop") FileName = "BINACJBOConsole" FilePath = FolderName & "\" & FileName & ".xml" Set oFS = CreateObject("Scripting.FileSystemObject") Set objXMLFile = oFS.OpenTextFile(FilePath, 2, True, 0) ' quote sign in a string needs two quote signs objXMLFile.WriteLine "<?xml version=""1.0"" encoding=""utf-8""?>" objXMLFile.WriteLine "<Oni>" objXMLFile.WriteLine " <Objects>" for each obj in selection px = obj.posx.value py = obj.posy.value pz = obj.posz.value rx = obj.rotx.value ry = obj.roty.value rz = obj.rotz.value position = replace(px & " " & py & " " & pz, ",", ".") rotation = replace(rx & " " & ry & " " & rz, ",", ".") logmessage position logmessage rotation console = "consoles/console_data.oni" objXMLFile.WriteLine " <CONS>" objXMLFile.WriteLine " <Header>" objXMLFile.WriteLine " <Flags></Flags>" objXMLFile.WriteLine " <Position>" & position & "</Position>" objXMLFile.WriteLine " <Rotation>" & rotation & "</Rotation>" objXMLFile.WriteLine " </Header>" objXMLFile.WriteLine " <OSD>" objXMLFile.WriteLine " <Class>" & console & "</Class>" objXMLFile.WriteLine " <ConsoleId>1</ConsoleId>" objXMLFile.WriteLine " <Flags>InitialActive</Flags>" objXMLFile.WriteLine " <InactiveTexture>_CON_INFO</InactiveTexture>" objXMLFile.WriteLine " <ActiveTexture>_CON_INFO</ActiveTexture>" objXMLFile.WriteLine " <TriggeredTexture>_CON_INFO</TriggeredTexture>" objXMLFile.WriteLine " <Events>" objXMLFile.WriteLine " <Script Function=""show_console_text"" />" objXMLFile.WriteLine " </Events>" objXMLFile.WriteLine " </OSD>" objXMLFile.WriteLine " </CONS>" next objXMLFile.WriteLine " </Objects>" objXMLFile.WriteLine "</Oni>" objXMLFile.Close logmessage "done"