XML:BINA/OBJC/CONS

< XML:BINA‎ | OBJC
Revision as of 11:26, 12 March 2013 by Paradox-01 (talk | contribs)
CONS : Console spawn collection
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XML.png
XML

AKEV << Other file types >> CONS

TMBD << Other BINA >> ONIE

CHAR << Other OBJC >> CMBT

switch to OBD page

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 edition/GameDataFolder/levelXX_... )
  • 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

console_preview.png

       <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.
<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:
console_alarm
console_data
console0
console_small_wu_roof

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
None
<Flags></Flags> also works; console will appear disabled.
InitialActive
Console will appear enabled.
Punch
Was used for TRAMKONOKOconsole_punch.
IsAlarm
Alarm console. Used with alarm groups in CHAR.
<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