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Paradox-01 (talk | contribs) mNo edit summary |
Paradox-01 (talk | contribs) mNo edit summary |
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{ | {| class="wikitable" width="100%" | ||
!XML tag | !width=200px| XML tag | ||
! | !width=200px| content type | ||
! | ! description | ||
|- | |- | ||
|<?xml version="1.0" encoding="utf-8"?> | |valign=top| <?xml version="1.0" encoding="utf-8"?> | ||
| | |valign=top| string | ||
| | | There's no reason to change this. | ||
|- | |- | ||
|valign=top|<Oni> | |valign=top| <Oni> | ||
| | |valign=top| - | ||
| | | | ||
|- | |- | ||
|valign=top|<Objects> | |valign=top| <Objects> | ||
| | |valign=top| - | ||
| | | | ||
|- | |- | ||
|valign=top|<CHAR Id="3860"> | |valign=top| <CHAR Id="3860"> | ||
|Id doesn't matter. | |valign=top| integer | ||
| Id doesn't matter. | |||
|- | |- | ||
|<Header> | | <Header> | ||
| | |valign=top| - | ||
| | | | ||
|- | |- | ||
|<Flags> | |valign=top| <Flags> | ||
|unknown; usually empty | |valign=top| - | ||
| unknown; usually empty | |||
|- | |- | ||
|<Position> | |valign=top| <Position> | ||
|character is spawned at this xyz-position | |valign=top| float x3 | ||
| character is spawned at this xyz-position | |||
|- | |- | ||
|<Rotation> | |valign=top| <Rotation> | ||
|character is spawned with this rotation | |valign=top| float x3 | ||
| character is spawned with this rotation | |||
|- | |- | ||
|<OSD> | |valign=top| <OSD> | ||
| | |valign=top| - | ||
| | | | ||
|- | |- | ||
|valign=top|<Flags> | |valign=top| <Flags> | ||
|valign=top|determines some special properties | |valign=top| flag | ||
| determines some special properties | |||
: IsPlayer (if you have two of them then delete one and spawn the other one at same time, if not made simultaneously camera glitch can appear) | : IsPlayer (if you have two of them then delete one and spawn the other one at same time, if not made simultaneously camera glitch can appear) | ||
: RandomCostume (flag belongs to [[OBD_talk:ONCV|ONCV]]) | : RandomCostume (flag belongs to [[OBD_talk:ONCV|ONCV]]) | ||
Line 246: | Line 246: | ||
: NoAutoDrop (doesn't drop "used" shield, "used" invisibility and LSI when killed) | : NoAutoDrop (doesn't drop "used" shield, "used" invisibility and LSI when killed) | ||
|- | |- | ||
|valign=top|<Class> | |valign=top| <Class> | ||
|valign=top|ONCC name without file pre- and suffix. | |valign=top| link | ||
| ONCC name without file pre- and suffix. Character can change appearance with "chr_set_class". | |||
|- | |- | ||
|<Name> | |valign=top| <Name> | ||
|used by | |valign=top| string | ||
| used by BSL commands | |||
|- | |- | ||
|valign=top|<Weapon> | |valign=top| <Weapon> | ||
| | |valign=top| link | ||
| Character is spawned with weapon specified in here. The weapon becomes looked up by its file name. | |||
Original weapon classes: | |||
: w1_tap (TCTF pistol) | |||
: w2_sap (Syndicate uzi) | |||
: w3_phr (plasma rifle) | |||
: w4_psm (phase stream projector) | |||
: w5_sbg (super ball gun) | |||
: w6_vdg (shocker) | |||
: w7_scc (scram cannon (mini-rockets)) | |||
: w8_mbo (mercury bow) | |||
: w9_scr (mini-rockets) | |||
: w10_sni (Mukade's firework) | |||
: w11_ba1 (Barabas' gun) | |||
: w12_ba2 (-) | |||
| | | | ||
|- | |- | ||
|valign=top|<Scripts> | |valign=top| <Scripts> | ||
|valign=top| | |valign=top| string | ||
| BSL function | |||
: <Spawn> (called when character is spawned) | : <Spawn> (called when character is spawned) | ||
: <Die> (called when character dies (health reaches 0); can work multiple times) | : <Die> (called when character dies (health reaches 0); can work multiple times) | ||
Line 282: | Line 285: | ||
: <font style="color:#777"><NoPath> (should be called when a character has trouble pathfinding, but isn't</font>) | : <font style="color:#777"><NoPath> (should be called when a character has trouble pathfinding, but isn't</font>) | ||
|- | |- | ||
|valign=top|<AdditionalHealth> | |valign=top| <AdditionalHealth> | ||
|''main'' health is stored in ONCC, "additional health" will be added to that ''main'' health; also negative value possible here (which would then reduce main health) | |valign=top| integer | ||
| ''main'' health is stored in ONCC, "additional health" will be added to that ''main'' health; also negative value possible here (which would then reduce main health) | |||
|- | |- | ||
|<Job> | |valign=top| <Job> | ||
| | |valign=top| - | ||
| | | | ||
|- | |- | ||
|valign=top|<Type> | |valign=top| <Type> | ||
| | |valign=top| flag | ||
| | | | ||
: None | : None | ||
Line 304: | Line 307: | ||
: Panic (not tested) | : Panic (not tested) | ||
|- | |- | ||
|valign=top|[[OBD_talk:BINA/OBJC/PATR|<PatrolPathId>]] | |valign=top| [[OBD_talk:BINA/OBJC/PATR|<PatrolPathId>]] | ||
| | |valign=top| integer | ||
| | | | ||
|- | |- | ||
|valign=top|<Behaviors> | |valign=top| <Behaviors> | ||
|specified by IDs linking to melee, combat and neutral profile collection file | |valign=top| - | ||
| specified by IDs linking to melee, combat and neutral profile collection file | |||
|- | |- | ||
|valign=top|[[OBD_talk:BINA/OBJC/CMBT|<CombatId>]] | |valign=top| [[OBD_talk:BINA/OBJC/CMBT|<CombatId>]] | ||
| | |valign=top| flag | ||
| | | | ||
: 0 (Stand_and_Fire) | : 0 (Stand_and_Fire) | ||
Line 336: | Line 339: | ||
: 17 (Average_striker; new profile for AE) | : 17 (Average_striker; new profile for AE) | ||
|- | |- | ||
|<MeleeId> | |valign=top| <MeleeId> | ||
|[[OBD:BINA/OBJC/MELE#All_profiles_sorted_by_ID|here are all melee IDs sorted by ID]] | |valign=top| flag | ||
| [[OBD:BINA/OBJC/MELE#All_profiles_sorted_by_ID|here are all melee IDs sorted by ID]] | |||
|- | |- | ||
|<NeutralId> | |valign=top| <NeutralId> | ||
|valign=top| flag | |||
|[[OBD:BINA/OBJC/NEUT|...]] (no overview so far) | |[[OBD:BINA/OBJC/NEUT|...]] (no overview so far) | ||
|- | |- | ||
|<Inventory> | |valign=top| <Inventory> | ||
| | |valign=top| - | ||
| | | | ||
|- | |- | ||
|valign=top|<Ammo> | |valign=top| <Ammo> | ||
|valign=top| integer | |||
| | | | ||
: <Use> (Player becomes spawned with ammo clips, here you set the amount.) | |||
:<Use> ( | : <Drop> (AI drop these items when defeated.) | ||
:<Drop> (AI | |||
|- | |- | ||
|valign=top|<EnergyCell> | |valign=top| <EnergyCell> | ||
|valign=top| integer | |||
| | | | ||
: <Use> | |||
:<Use> | : <Drop> | ||
:<Drop> | |||
|- | |- | ||
|valign=top|<Hypo> | |valign=top| <Hypo> | ||
| | |valign=top| integer | ||
| | | | ||
:<Use> | : <Use> | ||
:<Drop> | : <Drop> (AI cannot use hypos.) | ||
|- | |- | ||
|valign=top|<Shield> | |valign=top| <Shield> | ||
|valign=top| integer | |||
| | | | ||
: <Use> | |||
:<Use> | : <Drop> | ||
:<Drop> | |||
|- | |- | ||
|valign=top|<Invisibility> | |valign=top| <Invisibility> | ||
|valign=top| integer | |||
| | | | ||
: <Use> | |||
:<Use> | : <Drop> | ||
:<Drop> | |||
|- | |- | ||
|valign=top|<Team> | |valign=top| <Team> | ||
| | |valign=top| flag | ||
| | | | ||
: Konoko | : Konoko | ||
Line 390: | Line 393: | ||
: SyndicateAccessory | : SyndicateAccessory | ||
|- | |- | ||
|valign=top|<AmmoPercentage> | |valign=top| <AmmoPercentage> | ||
|ammo in weapon, percent value: 0 - 100, ''overload'' not tested | |valign=top| integer | ||
| ammo in weapon, percent value: 0 - 100, ''overload'' not tested | |||
|- | |- | ||
|valign=top|<Alert> | |valign=top| <Alert> | ||
|[[CHAR#Less_basic_setup_-_Inventory.2C_team.2C_jobs.2C_alert.2Fpursuit|HERE]] are information about "Alert" and "Pursuit". | |valign=top| - | ||
| [[CHAR#Less_basic_setup_-_Inventory.2C_team.2C_jobs.2C_alert.2Fpursuit|HERE]] are information about "Alert" and "Pursuit". | |||
:Lull | : Lull | ||
:Low | : Low | ||
:Medium | : Medium | ||
:High | : High | ||
:Combat | : Combat | ||
|- | |- | ||
|valign=top|<Initial> | |valign=top| <Initial> | ||
|valign=top|initial alert level | |valign=top| flag | ||
| initial alert level, see <Alert> for all flags | |||
|- | |- | ||
|valign=top|<Minimal> | |valign=top| <Minimal> | ||
|valign=top|minimal alert level | |valign=top| flag | ||
| minimal alert level, see <Alert> for all flags | |||
|- | |- | ||
|valign=top|<JobStarting> | |valign=top| <JobStarting> | ||
|valign=top|alert level when starting a job | |valign=top| flag | ||
| alert level when starting a job, see <Alert> for all flags | |||
|- | |- | ||
|valign=top|<Investigating> | |valign=top| <Investigating> | ||
|valign=top|alert level when investigating | |valign=top| flag | ||
| alert level when investigating, see <Alert> for all flags | |||
|- | |- | ||
|valign=top|<AlarmGroups> | |valign=top| <AlarmGroups> | ||
|valign=top| integer | |||
|It's a bitset32 converted to int32. If Ns bit = TRUE then a bot gets highest alert level by a console command ai2_tripalarm(N) | |It's a bitset32 converted to int32. If Ns bit = TRUE then a bot gets highest alert level by a console command ai2_tripalarm(N) | ||
: <AlarmGroups>VAR</AlarmGroups> | : <AlarmGroups>VAR</AlarmGroups> | ||
: VAR = 2^N1 + 2^N2 + 2^N3 etc. | :: VAR = 2^N1 + 2^N2 + 2^N3 etc. | ||
|- | |- | ||
|valign=top|<Pursuit> | |valign=top| <Pursuit> | ||
|valign=top| - | |||
| | | | ||
: None | : None | ||
: Forget | : Forget | ||
Line 437: | Line 440: | ||
: Glanc | : Glanc | ||
|- | |- | ||
|valign=top|<nowiki><StrongUnseen></nowiki> | |valign=top| <nowiki><StrongUnseen></nowiki> | ||
|usually ''Look'' | |valign=top| flag | ||
| usually ''Look'', see <Pursuit> for all flags | |||
|- | |- | ||
|valign=top|<WeakUnseen> | |valign=top| <WeakUnseen> | ||
|usually ''Forget'' | |valign=top| flag | ||
| usually ''Forget'', see <Pursuit> for all flags | |||
|- | |- | ||
|valign=top|<StrongSeen> | |valign=top| <StrongSeen> | ||
|usually ''Look'' | |valign=top| flag | ||
| usually ''Look'', see <Pursuit> for all flags | |||
|- | |- | ||
|valign=top|<WeakSeen> | |valign=top| <WeakSeen> | ||
|usually ''Look'' | |valign=top| flag | ||
| usually ''Look'', see <Pursuit> for all flags | |||
|- | |- | ||
|valign=top|<Lost> | |valign=top| <Lost> | ||
|valign=top|usually ''ReturnToJob'' | |valign=top| flag | ||
| usually ''ReturnToJob'' | |||
: ReturnToJob | : ReturnToJob | ||
: KeepLooking | : KeepLooking | ||
: FindAlarm | : FindAlarm | ||
|} | |} |
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