XML:BINA/OBJC/NEUT

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< XML:BINA‎ | OBJC
Revision as of 14:13, 18 April 2013 by Iritscen (talk | contribs) (on further thought, we should be consistent in directing modders to the AE .dats)
NEUT : Neutral behavior collection
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XML

AKEV << Other file types >> CONS

TMBD << Other BINA >> ONIE

MELE << Other OBJC >> PART

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general information

  • The xml code on this page is based on onisplit v0.9.61.0
  • BINACJBONeutral.oni is level specific. (It can be found in AE/AEInstaller/vanilla/levelX_Final.dat)
  • Press control to talk with a character (if possible). The interaction depends on what id that character has.


file structure

<?xml version="1.0" encoding="utf-8"?>
<Oni>
   <Objects>
           [...]
   </Objects>
</Oni>

[...] means at least one neutral behavior block. Paste all a behavior data into there (this includes <NEUT Id="..."> and </NEUT> tag).

example

       <NEUT Id="1853">
           <Header>
               <Flags></Flags>
               <Position>146.41217 -48.8205528 1027.55249</Position>
               <Rotation>0 0 0</Rotation>
           </Header>
           <OSD>
               <Name>Give VDG Pistol (CivFem)</Name>
               <NeutralId>2</NeutralId>
               <Flags>NoResumeAfterGive</Flags>
               <Ranges>
                   <Trigger>100</Trigger>
                   <Talk>40</Talk>
                   <Follow>200</Follow>
                   <Enemy>70</Enemy>
               </Ranges>
               <Speech>
                   <Trigger>civfem_trigger</Trigger>
                   <Abort>civfem_abort</Abort>
                   <Enemy>civfem_enemy</Enemy>
               </Speech>
               <Script>
                   <AfterTalk></AfterTalk>
               </Script>
               <Rewards>
                   <WeaponClass>w6_vdg</WeaponClass>
                   <Ammo>0</Ammo>
                   <EnergyCell>0</EnergyCell>
                   <Hypo>0</Hypo>
                   <Other></Other>
               </Rewards>
               <DialogLines>
                   <DialogLine>
                       <Flags></Flags>
                       <Anim>0</Anim>
                       <OtherAnim>0</OtherAnim>
                       <SpeechName>civfem_gift_weapon</SpeechName>
                   </DialogLine>
                   <DialogLine>
                       <Flags>GiveItems</Flags>
                       <Anim>202</Anim>
                       <OtherAnim>0</OtherAnim>
                       <SpeechName></SpeechName>
                   </DialogLine>
               </DialogLines>
           </OSD>
       </NEUT>


tags

XML tag content type description
<?xml version="1.0" encoding="utf-8"?> flag, float Don't change this.
<Oni> -
<ObjectCollection> -
<NEUT Id="1853"> integer Id doesn't matter here.
<Header> -
<Flags> flag
None
Locked
PlacedInGame
Temporary
Gunk
<Position> float x3 x y z position, useless here
<Rotation> float x3 x y z rotation, useless here
<OSD> -
<Name> char[32] set a name here to remember later what this behavior does
<NeutralId> integer used by BINA/OBJC/CHAR and BINA/CJBO/MELE
<Flags> flag
None
NoResume
NoResumeAfterGive
Uninterruptible
<Ranges> -
<Trigger> float second larges range, e.g. 100
<Talk> float shortest range, e.g. 40
<Follow> float larges range, e.g. 200
<Enemy> float third larges range, e.g. 70
<Speech> -
<Trigger> char[32] The actual talk. OSBDfile.amb.oni (without file pre-/suffix)

examples of such OSBD amb files:

civfem_trigger
hey_konoko
civmale1_trigger
civmale2_trigger
civmale3_trigger
<Abort> char[32] OSBDfile.amb.oni (without file pre-/suffix)

examples of such OSBD amb files:

civfem_abort
see_you_later
civmale1_abort
civmale2_abort
civmale3_abort
<Enemy> char[32] You will be notified about enemies by the person you are talking to. OSBDfile.amb.oni (without file pre-/suffix)

examples of such OSBD amb files:

civfem_enemy
what_the
civmale1_enemy
civmale2_enemy
civmale3_enemy
<Script> -
<AfterTalk> char[32] name of BSL function (that will be executed after the talk), e.g. set_objective_3
<Rewards> - You can get rewards for saving people. A reward can be a weapon, ammo, cells, hypos, shield, phase cloak, and LSI.
<WeaponClass> char[32] any weapon, file name without prefix ONWC and suffix .oni; for exampel "w6_vdg"
<Ammo> integer number of ammo clips
<EnergyCell> integer number of energy cells
<Hypo> integer number of hypo sprays
<Other> flag combination possible
Shield
Invisibility
LSI
<DialogLines> -
<DialogLine> - There can be multiple dialog lines.
<Flags> flag
None
IsPlayer
GiveItems
AnimOnce
OtherAnimOnce
<Anim> integer any standing anim should be valid
0 (None)
200 (Act_No)
201 (Act_Yes)
202 (Act_Talk)
203 (Act_Shrug)
204 (Act_Shout)
<OtherAnim> integer
<SpeechName> char[32] OSBDfile.amb.oni (without file pre-/suffix)

for example:

talking
civfem_gift_weapon
civfem_gift_hypo
civfem_gift_force_field
civmale1_gift_weaponS
civmale2_gift_weapon
civmale1_gift_ammo
civmale2_gift_ammo
civmale3_gift_ammo
civmale1_gift_hypoS
civmale2_gift_hypo
civmale3_gift_hypo
civmale1_gift_force_field
civmale2_gift_force_field
civmale3_gift_force_field
c03_12_06civ1
c03_12_07civ1
c03_12_08tctffag1
c03_12_09tctffag2