XML:BINA/ONIE
BINA/ONIE: impact effects
XML notes
More than one particle possible in particle part.
Visual guides: weapon, melee, environment
Note about philosophy in here:
- These visual guides don't claim be hundred percent right in technical way. I can't look into engine. But they should give a good hint which files are worth to care about and how to debug a mistake: going through all important files, e.g. Could it be that my new texture is not registered in TMBD?
- However, if you think you should add information or shape this in a more accurate way then do it. =)
| overview of involved files when modding ONIE in relation to weapons | |||
| if weapon shall have impact effect on environment | if weapon shall have impact effect on characters | ||
|
| ||
| overview of involved files when modding ONIE in relation to animations | |||
| special attack | normal attack | ||
ONCC(ONIA) holds special attack modifier information (Any/Light/Medium/Heavy) for ONIE. |
Main difference is that ONIA is not used here but CBPI. Hurt sounds: So far, I'm not sure how hurt sounds (Light/Medium/Heavy) are chosen to be played. | ||
| overview of involved files when modding ONIE in relation to characters | ||
| if character hits ground | something left ? | |
For example, this is used when running around. Every step will trigger a step sound, different to ground's material: dirt, snow, metal, etc.. |
ONCC holds impact modifier information (Any/Light/Medium/Heavy) for ONIE.
| |
examples
Particle - Character
Extra damage for head hits
Okay, here's a beta. w1_tap and w2_sap deals additional damage, amount depends on material "head"/"helmet". Feel free to extend/tweak/criticize.
damage overview:
w1_tap
- helmet: 4-5 damage; 0.6-1.7 knockback
- head: 8-10 damage; 1.7-2.8 knockback
w2_sap
- helmet: 2-3 damage; 0.3-0.8 knockback
- head: 4-5 damage; 0.8-1.4 knockback
basic modifications / new files:
MtrlHelmet.xml
<?xml version="1.0" encoding="utf-8"?>
<Oni Version="0.9.37.0">
<Instance id="0" type="Mtrl">
<ParentMaterial>MtrlArmor</ParentMaterial>
</Instance>
</Oni>
------------------------------------------------------------------------
MtrlHead.xml
<?xml version="1.0" encoding="utf-8"?>
<Oni Version="0.9.37.0">
<Instance id="0" type="Mtrl">
<ParentMaterial>MtrlFlesh</ParentMaterial>
</Instance>
</Oni>
------------------------------------------------------------------------
ONCCelite_hard_01.xml (Helmet is registered in eleventh link)
[...]
<Instance id="3" type="CBPM">
<Materials>
[...]
<Link>MtrlHelmet</Link>
[...]
[...]
------------------------------------------------------------------------
BINA3RAPhitheadW2_e01.xml
[...]
<Events>
<HitCharacter>
<DamageChar>
<Damage>
<Random Min="4" Max="5" />
</Damage>
<StunDamage>0</StunDamage>
<KnockBack>
<Random Min="0.8" Max="1.4" />
</KnockBack>
<DamageType>0</DamageType>
<SelfImmune>1</SelfImmune>
</DamageChar>
<Die />
</HitCharacter>
<Create>
<FindAttractor>
<DelayTime>0.1</DelayTime>
</FindAttractor>
<AttractHoming>
<TurnSpeed>400</TurnSpeed>
<PredictPosition>10</PredictPosition>
<HorizontalOnly>0</HorizontalOnly>
</AttractHoming>
</Create>
</Events>
[...]
------------------------------------------------------------------------
BINA3RAPhithead_e01.xml, BINA3RAPhithelmet_e01.xml, BINA3RAPhithelmetW2_e01.xml similar to above
------------------------------------------------------------------------
BINAEINOimpact_effects.xml
<?xml version="1.0" encoding="utf-8"?>
<Oni Version="0.9.37.0">
<ImpactEffects>
[...]
<Impact Name="w1_tap">
[...]
<Material Name="Helmet">
<ImpactEffect>
<Component>Impact</Component>
<Modifier>Any</Modifier>
<Sound>
<Name>ap_hit_hard</Name>
<AICanHear>false</AICanHear>
<AISoundType>0</AISoundType>
<AISoundRadius>0</AISoundRadius>
</Sound>
<Particles>
<Particle>
<Name>hithelmet_e01</Name>
<Orientation>0</Orientation>
<Location>0</Location>
</Particle>
</Particles>
</ImpactEffect>
</Material>
<Material Name="Head">
<ImpactEffect>
<Component>Impact</Component>
<Modifier>Any</Modifier>
<Sound>
<Name>ap_hit_body</Name>
<AICanHear>false</AICanHear>
<AISoundType>0</AISoundType>
<AISoundRadius>0</AISoundRadius>
</Sound>
<Particles>
<Particle>
<Name>hithead_e01</Name>
<Orientation>0</Orientation>
<Location>0</Location>
</Particle>
</Particles>
</ImpactEffect>
</Material>
[...]
Mod ideas
- How about melee attacks dealing more damage on head/helmet?
- Footprints in snow. Should be possible through character-environment collision plus decals or particle which becomes fixed to the ground.




