XML:BINA/OBJC/DOOR
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BINA/OBJC/DOOR: doors
general information
- BINACJBODOOR.oni is level specific. (It can be found in edition/GameDataFolder/levelXX_... )
- All original doors and their locklights can be seen HERE.
XML structure
<?xml version="1.0" encoding="utf-8"?> <Oni Version="0.9.37.0"> <ObjectCollection> [...] </ObjectCollection> </Oni>
[...] means at least one door. Paste all door data into there (this includes <Object ...> and </Object> tag).
example
<Object Id="2467" Type="DOOR"> <Header> <Flags>9</Flags> <Position>-734 45 -172</Position> <Rotation>0 0 0</Rotation> </Header> <OSD> <Class>CM_3</Class> <DoorId>2</DoorId> <KeyId>0</KeyId> <Flags>132</Flags> <Center>-734 60 -172</Center> <SquaredActivationRadius>900</SquaredActivationRadius> <Texture1></Texture1> <Texture2></Texture2> <Events> <ActivateTurret TargetId="1" /> <Script Function="door_test" /> </Events> </OSD> </Object>
### in BSL file func door_test { dmsg "[r.door test]" dmsg "marked turret is set active and BSL function is triggered" dmsg "by any character which comes into specified radius" }
flags
DEC HEX description 1 = 01 = "initially locked" (at level load or after calling reset mechanics) 2 = 02 = unknown; never used 4 = 04 = unknown; probably "locked" 8 = 08 = unknown; never used 16 = 10 = require player to press action to open the door 32 = 20 = unknown; never used 64 = 40 = unknown; never used 128 = 80 = double door 256 = 0001 = "mirror door" (mirrored along door's Z axis) 512 = 0002 = one way door (one side locked, other side unlocked) 1024 = 0004 = reverse of the one way door (now the other side is locked) 2048 = 0008 = unknown; never used 4096 = 0010 = unknown; never used 8192 = 0020 = unknown; never used 16384 = 0040 = unknown; never used 32768 = 0080 = unknown; never used
events
- <Script Function="calling_this_BSL_function" />
- <ActivateTurret TargetId="Id" />
- <DeactivateTurret TargetId="Id" />
- <ActivateConsole TargetId="Id" />
- <DeactivateConsole TargetId="Id" />
- <ActivateAlarm TargetId="Id" />
- <DeactivateAlaram TargetId="Id" />
- <ActivateTrigger TargetId="Id" />
- <DeactivateTrigger TargetId="Id" />
- <LockDoor TargetId="Id" />
- <UnlockDoor TargetId="Id" />