| PART : Particle |
| |
|---|---|---|
| XML
AKEV << Other file types >> CONS TMBD << Other BINA >> ONIE NEUT << Other OBJC >> PATR |
General information
- The XML on this page is based on OniSplit v0.9.61.0.
- BINACJBOParticle is level-specific (levelx_Final.dat).
BSL support
The following command kills a particle with a given name, but only the first one of that name, so don't double-spawn the particle:
- particle BSL_name kill (kill counts also as die event)
The following command resets a particle:
- particle BSL_name reset
The following commands utilize the defined particle events.
|
|
| particle BSL_name update | p3_callevent file_name 0 |
| particle BSL_name pulse | p3_callevent file_name 1 |
| particle BSL_name start | p3_callevent file_name 2 |
| particle BSL_name stop | p3_callevent file_name 3 |
| particle BSL_name bgfx_start | p3_callevent file_name 4 |
| particle BSL_name bgfx_stop | p3_callevent file_name 5 |
| particle BSL_name hit_wall | p3_callevent file_name 6 |
| particle BSL_name hit_char | p3_callevent file_name 7 |
| particle BSL_name lifetime | p3_callevent file_name 8 |
| particle BSL_name explode | p3_callevent file_name 9 |
| particle BSL_name brokenlink | p3_callevent file_name 10 |
| particle BSL_name create (create counts also as update event) | p3_callevent file_name 11 |
| particle BSL_name die | p3_callevent file_name 12 |
| particle BSL_name newattractor | p3_callevent file_name 13 |
| particle BSL_name delay_start | p3_callevent file_name 14 |
| particle BSL_name delay_stop | p3_callevent file_name 15 |
Note about damaging particles
Damaging particles will make characters "flinch" no matter how little the damage. So particles are responsible for visualizing the danger and a trigger volume is responsible for dealing the damage.
particle auto1fire start
### TV inside function
func void fire_damage(string ai_name)
{
dprint fire_hurt_konoko
### ignore the "fire_hurt_konoko"
### all characters get damage because the TV is registered for all teams (255)
### ps: this damage cannot be absorbed by a shield
chr_poison (ai_name, 5, 30, 30);
}
File structure
<?xml version="1.0" encoding="utf-8"?>
<Oni>
<Objects>
[...]
</Objects>
</Oni>
[...] means at least one particle. Paste all your particle data in there (this includes <PART Id="..."> and </PART> tag).
Example
<PART Id="8463">
<Header>
<Flags></Flags>
<Position>-1050 45 1610</Position>
<Rotation>0 0 0</Rotation>
</Header>
<OSD>
<Class>env_fire9_e01</Class>
<Tag>auto1fire</Tag>
<Flags>13</Flags>
<DecalScale>1 1</DecalScale>
</OSD>
</PART>
Tags
- <Flags>: unknown, usually empty
- <Position>: particle is created at this XYZ position
- <Rotation>: particle has this XYZ rotation in degrees
- <Class>: file name, can have up to 64 characters
- <Tag>: name for use in BSL, can have up to 48 characters
- <Flags>:
- NotInitiallyCreated
- <Decal>: first comes the X (horizontal) scaling (float value), then a space, then the Y (vertical) scaling (float value); "1" seems to show the image at its original size, which can be rather small in-game if the actual decal file uses also a small scale
