XML:BINA/OBJC/DOOR
Jump to navigation
Jump to search
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
for onisplit 0.9.59.0
<?xml version="1.0" encoding="utf-8"?> <Oni> <Objects> [...] </Objects> </Oni>
[...] means at least one door. Paste all door data into there (this includes <DOOR Id="..."> and </DOOR> tag).
example
<DOOR Id="7233"> <Header> <Flags>Gunk</Flags> <Position>-652 0 -753</Position> <Rotation>0 0 0</Rotation> </Header> <OSD> <Class>wh_door1dbl</Class> <DoorId>1</DoorId> <KeyId>0</KeyId> <Flags>InitialLocked InDoorFrame DoubleDoor</Flags> <Center>-652 16.5 -753</Center> <SquaredActivationRadius>900</SquaredActivationRadius> <Texture1></Texture1> <Texture2></Texture2> <Events> <ActivateTurret TargetId="1" /> <Script Function="door_test" /> </Events> </OSD> </DOOR>
### in BSL file func door_test { dmsg "[r.door test]" dmsg "target turret is set active and BSL function is triggered" dmsg "by any character which comes into specified radius" }
OSD flags
None InitialLocked InDoorFrame Manual DoubleDoor Mirror OneWay Reverse Jammed InitialOpen
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" />