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| ==OBJC== | | ==OBJC== |
| {|class="wikitable" width="100%" | | {|width="100%" style="border-style:solid; background-color:#F9F9F9; border:1px solid #AAA" |
| |'''BINA/OBJC/[[XML:BINA/OBJC/CHAR|CHAR]]''' [[Image:Aqua Dot-Yellow.png]] {{Anchor|goto_CHAR}} | | !width="150px" align="left"|Tag |
| : List of characters in a specific level, containing their position, script function names, weapon, ammunition, items, team, combat, melee ID, etc.
| | !width="250px" align="left"|Name |
| |- | | !width="50px" align="left"|Docs |
| |'''BINA/OBJC/[[XML:BINA/OBJC/CMBT|CMBT]]''' [[Image:Aqua Dot-Yellow.png]]
| | !width="200px" align="left"|File |
| : List of combat profiles for global use, containing conditions that govern the AI's melee, weapon combat, and retreat behavior, based on factors like distance and the enemy's reactions.
| | !align="left"|Loc. |
| |- | | {{XMLtype|BINA/OBJC/CHAR| |
| |'''BINA/OBJC/[[XML:BINA/OBJC/CONS|CONS]]''' [[Image:Aqua Dot-Green.png]]
| | |some |
| : List of consoles in a specific level, containing their position, script name (ID), screen images, and script function names. Consoles are used to open doors, trigger alarms, or provide information.
| | | |
| |- | | |yes |
| |'''BINA/OBJC/[[XML:BINA/OBJC/DOOR|DOOR]]''' [[Image:Aqua Dot-Green.png]]
| | |List of characters in a specific level, containing their position, script function names, weapon, ammunition, items, team, combat, melee ID, etc.}} |
| : List of doors in a specific level, containing their conditions for when a door opens (e.g., is the action key required?), and what events are triggered by a character who opens the door.
| | {{XMLtype|BINA/OBJC/CMBT| |
| |- | | |some |
| |'''BINA/OBJC/[[XML:BINA/OBJC/FLAG|FLAG]]''' [[Image:Aqua Dot-Green.png]]
| | | |
| : List of flags in a specific level, containing their position. Flags are used by level scripts and patrol paths.
| | |yes |
| |- | | |List of combat profiles for global use, containing conditions that govern the AI's melee, weapon combat, and retreat behavior, based on factors like distance and the enemy's reactions.}} |
| |'''BINA/OBJC/[[XML:BINA/OBJC/FURN|FURN]]''' [[Image:Aqua Dot-Green.png]]
| | {{XMLtype|BINA/OBJC/CONS| |
| : List of pieces of furniture in a specific level. This file type can be used to import level objects.
| | |yes |
| |- | | | |
| |'''BINA/OBJC/[[XML:BINA/OBJC/MELE|MELE]]''' [[Image:Aqua Dot-Yellow.png]]
| | |yes |
| : List of melee profiles for global use. A melee profile contains a simple program that determines how the AI uses its combat moves.
| | |List of consoles in a specific level, containing their position, script name (ID), screen images, and script function names. Consoles are used to open doors, trigger alarms, or provide information.}} |
| |- | | {{XMLtype|BINA/OBJC/DOOR| |
| |'''BINA/OBJC/[[XML:BINA/OBJC/NEUT|NEUT]]''' [[Image:Aqua Dot-Green.png]]
| | |yes |
| : List of neutral character behaviors in a specific level. Every character has a melee, combat and neutral behavior ID. It determines whether a non-player character (NPC) talks to you and whether they give you a power-up.
| | | |
| |- | | |yes |
| |'''BINA/OBJC/[[XML:BINA/OBJC/PART|PART]]''' [[Image:Aqua Dot-Green.png]]
| | |List of doors in a specific level, containing their conditions for when a door opens (e.g., is the action key required?), and what events are triggered by a character who opens the door.}} |
| : List of particles in a specific level, containing their position, script name and scaling.
| | {{XMLtype|BINA/OBJC/FLAG| |
| |- | | |yes |
| |'''BINA/OBJC/[[XML:BINA/OBJC/PATR|PATR]]''' [[Image:Aqua Dot-Green.png]]
| | | |
| : List of patrol paths in a specific level, containing an ID which is used by CHAR and the scripting command "ai2_dopath".
| | |yes |
| |- | | |List of flags in a specific level, containing their position. Flags are used by level scripts and patrol paths.}} |
| |'''BINA/OBJC/[[XML:BINA/OBJC/PWRU|PWRU]]''' [[Image:Aqua Dot-Green.png]]
| | {{XMLtype|BINA/OBJC/FURN| |
| : List of power-ups (items, e.g. hypo sprays) in a specific level which are spawned at level load, containing their position.
| | |yes |
| |- | | | |
| |'''BINA/OBJC/[[XML:SNDD#BINACJBOSound.xml|SNDG]]''' [[Image:Aqua Dot-Yellow.png]]
| | |yes |
| : List of sound groups in a specific level. Sound groups are the invisible spheres which contain ambient sounds. If you come near a machine and you hear a sound, that's because of SNDG.
| | |List of pieces of furniture in a specific level. This file type can be used to import level objects.}} |
| |- | | {{XMLtype|BINA/OBJC/MELE| |
| |'''BINA/OBJC/[[XML:BINA/OBJC/TRGV|TRGV]]''' [[Image:Aqua Dot-Green.png]]
| | |some |
| : List of trigger volumes in a specific level. They are invisible areas which trigger functions in a script.
| | | |
| |- | | |yes |
| |'''BINA/OBJC/[[XML:BINA/OBJC/TRIG|TRIG]]''' [[Image:Aqua Dot-Green.png]]
| | |List of melee profiles for global use. A melee profile contains a simple program that determines how the AI uses its combat moves.}} |
| : List of laser triggers in a specific level. There are several forms of triggers, and they can trigger not only turrets (TURR), but also script functions in the level.
| | {{XMLtype|BINA/OBJC/NEUT| |
| |- | | |yes |
| |'''BINA/OBJC/[[XML:BINA/OBJC/TURR|TURR]]''' [[Image:Aqua Dot-Green.png]]
| | | |
| : List of turrets in a specific level. Note that their pods are part of the level geometry. Spawn one manually and it might be located somewhere in the air. Determines their head's position, the weapon inside the turret head, and the team ID to target.
| | |yes |
| |- | | |List of neutral character behaviors in a specific level. Every character has a melee, combat and neutral behavior ID. It determines whether a non-player character (NPC) talks to you and whether they give you a power-up.}} |
| |'''BINA/OBJC/[[XML:BINA/OBJC/WEAP|WEAP]]''' [[Image:Aqua Dot-Green.png]]
| | {{XMLtype|BINA/OBJC/PART| |
| : List of weapons in a specific level, determining their spawn location at level load.
| | |yes |
| | | |
| | |yes |
| | |List of particles in a specific level, containing their position, script name and scaling.}} |
| | {{XMLtype|BINA/OBJC/PATR| |
| | |yes |
| | | |
| | |yes |
| | |List of patrol paths in a specific level, containing an ID which is used by CHAR and the scripting command "ai2_dopath".}} |
| | {{XMLtype|BINA/OBJC/PWRU| |
| | |yes |
| | | |
| | |yes |
| | |List of power-ups (items, e.g. hypo sprays) in a specific level which are spawned at level load, containing their position.}} |
| | {{XMLtype|BINA/OBJC/SNDG| |
| | |yes |
| | | |
| | |yes |
| | |List of sound groups in a specific level. Sound groups are the invisible spheres which contain ambient sounds. If you come near a machine and you hear a sound, that's because of SNDG.}} |
| | {{XMLtype|BINA/OBJC/TRGV| |
| | |yes |
| | | |
| | |yes |
| | |List of trigger volumes in a specific level. They are invisible areas which trigger functions in a script.}} |
| | {{XMLtype|BINA/OBJC/TRIG| |
| | |yes |
| | | |
| | |yes |
| | |List of laser triggers in a specific level. There are several forms of triggers, and they can trigger not only turrets (TURR), but also script functions in the level.}} |
| | {{XMLtype|BINA/OBJC/TURR| |
| | |yes |
| | | |
| | |yes |
| | |List of turrets in a specific level. Note that their pods are part of the level geometry. Spawn one manually and it might be located somewhere in the air. Determines their head's position, the weapon inside the turret head, and the team ID to target.}} |
| | {{XMLtype|BINA/OBJC/WEAP| |
| | |yes |
| | | |
| | |yes |
| | |List of weapons in a specific level, determining their spawn location at level load.}} |
| |} | | |} |
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