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 | ||
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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.
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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?
- Could be more easily\accurately done with an attached particle on the hit_head animations. Gumby 03:54, 10 May 2009 (UTC)
- Footprints in snow. Should be possible through character-environment collision plus decals or particle which becomes fixed to the ground.
- Not quite. What would need to be done is have a particle attached to the character by spawning them and doing a single frame (basically 0, if interpolated, i think) animation to activate some attached particles that spawn decals. :)
- We could also have this activate cold breath effects. :) The former would only be good if we had an actual snow level (or dirt :P), but the latter would be good for Compound. Gumby 03:54, 10 May 2009 (UTC)
- Guns doing more damage to flesh\cloth than armour\metal.
- I had the same thought as you a while ago, when we first had ONIE modding unlocked for us. However, I think a better application might be for guns to deal less damage to armour than to flesh. In fact, all the neccessary materials are already in place, there are seperate effects for bullet hits already. :) Gumby 03:54, 10 May 2009 (UTC)