OBD talk:BINA/PAR3
talk
To value types:
What the both values of the normal distribution stand for?
First value µ (mean) and second value σ (standard deviation)?
Ssg 23:13, 5 December 2007 (CET)
No as far as I can tell. The value is interpolated from an "InverseNormalTable" (0, 0.125, 0.2533, 0.3850, 0.5244, 0.6745, 0.8416, 1.0364, 1.2816, 1.6449, 3.0902, 1.6449, 1.2816, ...). The resulting value is multiplied with the second value and the first value is added to the result, so those 2 value are more like "offset" and "scale". I don't know why the table is called "InverseNormal", maybe this is actually normal inverse distribution but it does not look like so.
Thanks for your answer.
I've googled a (long) bit for that "InverseNormalTable". It seems to be okay. This table is also called "inverse standardized normal distribution" (see http://files.hanser.de/hanser/docs/20040419_24419112747-75_3-446-21594-8Anhang2.pdf)
The equation for the inverse normal distribution is: x = σ * z + µ
with:
- x = result
- z = looked up in the z-table (the z-table here is the InverseNormalTable)
- µ = mean
- σ = standard deviation
Unfortunately I've no idea what's the basis for Oni's interpolation (IMO Oni needs an entry point for the table), so I haven't got a clue what the result is for.
Ssg 20:26, 6 December 2007 (CET)
The interpolation is easy: it picks a random number between -9.99 and 9.99 and it uses it to interpolate the table (linear interpolation).
And I don't know if you noticed, the WMDD for values says "Bell Curve" :)
A quick note: I messed up the table, it's (-3.0902, ..., -0.2533, -0.125, 0, 0.125, 0.2533, 0.3850, 0.5244, 0.6745, 0.8416, 1.0364, 1.2816, 1.6449, 3.0902).
>>it picks a random number between -9.99 and 9.99 and it uses it to interpolate the table (linear interpolation).
I don't get that. Can you give an example, please? Let's say Oni picks up the value 9. How does the interpolation work?
Like this:
- -3.0902 = -9.99
- -1.6449 = -8.99
- ...
- -0.125 = -0.99
- 0 = 0
- ...
- 3.0902 = 9.99?
>>And I don't know if you noticed, the WMDD for values says "Bell Curve" :)
Yes, I've noticed that. Do you think the first value is not the mean?
>>I messed up the table
No problem. Now it fits much better to the pdf file above. ;-)
Ssg 22:32, 6 December 2007 (CET)
This should clear up everything:
float InverseNormalTable[] = { 0.0f, 0.125f, 0.2533f, 0.3853f, 0.5244f, 0.6745f, 0.8416f, 1.0364f, 1.2816f, 1.6449f, 3.0902f }; float InverseNormalRandom(float v1, float v2) { float r = frnd(); // generates a random number in [-0.999, 0.999] float x = fabsf(r) * 10.0f; int i = floorf(x); float z = InverseNormalTable[i] + (x - i) * (InverseNormalTable[i + 1] - InverseNormalTable[i]); if (r < 0.0f) z = -z; return v1 + z * v2; }
- The term "inverse normal" is apparently not conventional, and also rather confusing because it can be mistaken as referring to either the normal-inverse Gaussian distribution or the inverse Gaussian distribution, both of which are rather exotic and irrelevant here.
- What we have here is the inverse of the error function or rather that of erfc(x/sqrt(2)). If you have Java installed, HERE is a nice applet that you can toy around with to see just what the table in your PDF link corresponds to.
- As further pointed out HERE, inverting the standard normal cdf gives you a way to generate normally distributed random variables from a uniformly distributed random variable, which is exactly what Oni does (see Neo's code sample above).
- The float r is a uniformly distributed random variable in (-1.0,1.0) (@ Neo: please check). Same for x except the interval is now [0.0,10.0). z is a first approximation of erfc(0.0998 * x / sqrt(2)), interpolated linearly between erfc(0.0998 * floorf(x) / sqrt(2)) and erfc(0.0998 * (floorf(x) + 1) / sqrt(2)). The table is thus sampled uniformly.
- The result ( v1 + z * v2 ) is, to a good approximation, a normally distributed random variable, centered at v1 and with standard mean deviation v2. Apart from the approximation arising from the linear interpolation, the distribution is cut off at 99.8% of expectancy, so all the values will be within 3.09023*v2 of v1.
- geyser 03:12, 7 December 2007 (CET)
Boy, what a ton of interest this little function generates :). The interval for r is [-0.999, 0.999] to be precise (it originates as [-1, 1] and it is multiplied with 0.999). And yes, it is supposed to be distributed uniformly. Here is the (pseudo)random number generator: linear congruential generator, the one from Numerical Recipes.
>>HERE is a nice applet
Oh, that's why I couldn't see anything when I found this site. It needs Java.
>>gives you a way to generate normally distributed random variables from a uniformly distributed random variable, which is exactly what Oni does
Ahhhhhh... that's the thought behind that calculation.
Ssg 12:20, 7 December 2007 (CET)
- @ Neo & WIMC: "The interval for r is [-0.999, 0.999]"
- That's odd because then the interval for x is [0, 9.99],
- meaning that they leave out 0.1% of the inverse table
- (i.e., they will sample only 99% of the last interval)
- The only reason why they'd do this is to avoid i=10...
- Anyway, this affects the final distribution very little.
- Instead of a cutoff at 98% they have 97.902%: big deal.
- geyser 18:04, 7 December 2007 (CET)
>> The only reason why they'd do this is to avoid i=10...
- Most likely, they'd need a special case for that and it just doesn't worth it. And guys, let's just stop here. Remember, it is a game and not a scientific program, they might have as well drawn an upside down bell on a napkin, digitize it and put the obtained values in that table and it would still work :).
notepad
variables
- storage types: would read it like that
- 01 00 00 00 - int16
- 02 00 00 00 - float
- 04 00 00 00 - string? (16 bytes)
- 08 00 00 00 - colour (4 bytes)
- 10 00 00 00 - int32
- 20 00 00 00 - string? (16 bytes)
- 40 00 00 00 - string? (16 bytes)
- 00 00 00 00 - pingpong state
- 00 10 00 00 - action index
- 00 20 00 00 - emitter
- 00 30 00 00 - blast falloff
- 00 40 00 00 - coord frame
- 00 50 00 00 - collision orient
- 00 60 00 00 - boolean
- 00 70 00 00 - ambient sound
- 00 80 00 00 - impulse sound
- 00 90 00 00 - impact modifier
- 00 A0 00 00 - damage type
- 00 B0 00 00 - axis
emitted particles
- 0x68 - why is there a ? behind "can use element 12"
Ssg 00:58, 25 December 2007 (CET)
- Well, you can read it like that if you want but I'm not sure why does it matter, they're just a bunch of values that identify some types. What you suggest looks more like flags/bitsets but they are not. (Besides don't expect me or any other C/C++ programmer to support such a format for flags/bitset because no one ever treats a 32 bit flags field as 4 separate bytes.)
- Because I managed to check the usage of all other fields in the executable except these 2 fields (11 & 12).
There's a "particle_sprite_type.wmm_" that says:
- 0 - sprite (face camera orient to screen)
- 1 - rotated sprite (face camera orient to particle)
- / - none
- 2 - beam (parallel face camera)
- 3 - arrow (parallel orient to particle)
- 7 - discus (parallel orient to particle)
- / - none
- 4 - flat (perpendicular)
- / - none
- 5 - contrail (orient to particle)
- 6 - contrail (face camera)
Are these the numbers for the sprite mode mask? Ssg 21:51, 5 February 2008 (CET)
I'll check the code to make sure but it looks like you hit the nail on the head. Thanks!
Hey Paradox, here is some food for thought. :)
Set a particle to have another particle as an attractor, with a low radius. Then set up something to happen in the <NewAttractor> field. Wouldn't that be simulated Particle\Particle collision detection? Also, if you want it, there is a patch avaliable for disabling events outside of <Update> tags.
Gumby 04:30, 21 May 2009 (UTC)
- Your first premise is that the radius works also for particle-particle collision.
- Your second premise is that this collision counts as NewAttractor event. Or what was the sense of it?
- When both things are correct (which I don't know) then you might have a way to detect particle-particle collision.
- "patch avaliable for disabling events outside of <Update> tags" I've no idea what this means. :(
- When I don't want consequences (actions) triggered by an event (Update, Pulse, Start, Stop, BackgroundFxStart, ...) then I take these actions out or delete the specific event. Paradox-01 14:23, 21 May 2009 (UTC)
- The premise is that when the targeted particle gets within the radius of the *searching* particle, it activates the <NewAttractor> field, and you can then do whatever you like (whatever you would have done when the two particles *collide*).
- Don't you sometimes need to use <DisableNow> or the other <Disable* tags? Gumby 16:49, 21 May 2009 (UTC)
- And someone might want to do a field test now... I will probably try it out but there must be clear idea first.
- No, because I haven't written advanced particle by my own so far. ^_^ I recycle existing stuff and bring in little modifications at suitable places. It's nothing I'm proud of but that's the way I go as a slowly learner. Paradox-01 17:17, 21 May 2009 (UTC)
- Well...I can't think of any good application for this offhand, no. :P
- Ahh, ok. :) Gumby 18:38, 21 May 2009 (UTC)
- Starting building reverse side of the pyramid. On topic:
- Gumby: Can't think of application, eh? AE:New_weapons, the last weapon on page maybe finally a reality thanks to this (long awaited by quite a bunch of ONI folks, me included ) ^_^
- Anyway, kick@$$ workaround Gumby, big respect and 45° salute especially for you.--Loser 22:00, 21 May 2009 (UTC)
- Dox: That is quite a good way how to learn PAR3. Experimenting, trying out stuff. Plus thanks to OniSplit, you don't have to care about used space calculation. On the other hand, handling stuff via HEXeditor diectly in .raw is good ( faster ) for research ^_^ ( when setting some field to various values in order to see in game effect).--Loser 22:00, 21 May 2009 (UTC)
- I thought of that, but there is a slight issue, perhaps: how do we stop the animation? Does one of the damage types have a single frame animation?
- That is how I learn particles, too. ^_^ Gumby 17:20, 22 May 2009 (UTC)
XML section
file structure
<?xml version="1.0" encoding="utf-8"?> <Oni> <Particle Name="particle_file_name"> <Options> <Lifetime></Lifetime> <DisableDetailLevel>[... see HERE for a possible flag]</DisableDetailLevel> <Decorative></Decorative> [...] </Options> <Properties> [...] </Properties> <Appearance> <DisplayType>[... see HERE for a possible flag]</DisplayType> [...] </Appearance> <Attractor> <Target>[... see HERE for a possible flag]</Target> <Selector>[... see HERE for a possible flag]</Selector> <Class /> [...] </Attractor> <Variables> [...] </Variables> <Emitters> <Emitter> [... see HERE for emitter data] </Emitter> </Emitters> <Events> [... see HERE for <event_type_tag>] [... see HERE for <action_type_tag>] [... see HERE for <parameter_tag>value</parameter_tag>] <action_type_tag> </event_type_tag> </Events> </Particle> </Oni>
options
XML tag | content type | description |
---|---|---|
<Lifetime> | float | Particle exist for X seconds.
|
<DisableDetailLevel> | flag | Particle is not created if detail level is too low.
|
<Decorative> | flag | Might not always be updated by the engine.
|
<CollideWithWalls> | flag | Needed if the particle uses the HitWall event type.
|
<CollideWithChars> | flag | Needed if the particle uses the HitCharacter event type.
|
<InitiallyHidden> | flag | Hides the particle on creation.
|
<DrawAsSky> | flag | Draws the particle before everything else, supposedly.
|
<DontAttractThroughWalls> | flag | Particle will not detect attractors if there is a wall between it and the potential attractor.
|
<ExpireOnCutscene> | flag | Ends the lifetime of a particle on cutscene start.
|
<DieOnCutscene> | flag | Kills the particle on cutscene start.
|
<LockPositionToLink> | flag | Locks the position of the particle to its link.
|
<CollisionRadius> | float | Distance from which HitWall and HitCharacter events are activated. |
<AIDodgeRadius> | float | Distance from which AI will avoid this particle. |
<AIAlertRadius> | float | Distance from which AI will be aware of the danger of the particle. |
<FlyBySoundName /> | link | Sound used when the particle passes by you. Check: does the engine apply the Doppler effect or is it in the sound file itself?
|
properties
XML tag | content type | description |
---|---|---|
<HasVelocity> | flag | Needed if the particle is to move.
|
<HasOrientation> | flag | Needed if the particle is to be able to turn around?
|
<HasPositionOffset> | flag | Used with LockPositionToLink???
|
<HasAttachmentMatrix> | flag | Used if the particle is to be stuck to a character or wall.
|
<HasUnknown> | flag | ???
|
<HasDecalState> | flag | Used if the particle is a Decal.
|
<HasTextureStartTick> | flag | Used with animated particles. (Documentation Needed).
|
<HasTextureTick> | flag | Used with animated particles. (Documentation Needed).
|
<HasDamageOwner> | flag | Used for particles to either:
For this to work properly, the parent of the character must have this set, and the parent of said parent, etc, up to the original particle.
|
appearance
XML tag | content type | description |
---|---|---|
<DisplayType> | flag | How the particle is displayed. (Please Document)
|
<TexGeom> | link | The texture or model that this particle uses.
|
<Invisible> | flag | Can't be seen.
|
<IsContrailEmitter> | flag | Emits a contrail.
|
<ScaleToVelocity> | flag | Scales the particle based on the speed it is going.
|
<Scale> | float | The size of the particle. |
<UseSeparateYScale> | flag | Stretches the particle along the Y axis if set.
|
<YScale> | float | Needs <UseSeparateYScale>true</UseSeparateYScale> to be enabled. |
<Rotation> | ? | The rotation of the particle. |
<Alpha> | float / integer | Transparency (0 = fully invisible, 1 or 255 = fully visible)
|
<XOffset> | float | |
<XShorten> | float | |
<UseSpecialTint> | flag | Research note: "true" can be found in BINA3RAPbarab_p02.xml
|
<Tint> | integer | Color. R G B A means Red Green Blue Alpha.
|
<FadeOutOnEdge> | flag |
|
<OneSidedEdgeFade> | flag |
|
<EdgeFadeMin> | float | |
<EdgeFadeMax> | float | |
<MaxContrailDistance> | ||
<LensFlare> | flag |
|
<LensFlareDistance> | float | |
<LensFlareFadeInFrames> | integer | |
<LensFlareFadeOutFrames> | integer | |
<DecalFullBrightness> | flag |
|
<MaxDecals> | integer | Seems to be a bit broken (someone please test this again). |
<DecalFadeFrames> | integer | The number of frames it takes for a decal particle to fade after it reaches the maximum number of decals. |
<DecalWrapAngle> | float | Degrees. Decal isn't cut off when the next plane piece has an angle difference equal or less to this value. |
attractor
XML tag | description | value type / flags plus description |
---|---|---|
<Target> |
| |
<Selector> |
| |
<Class /> | Name of a paritcle that this particle is attracted to. | |
<MaxDistance> | Maximum distance the particle will detect an attractor from (if using Distance selection). | float: distance |
<MaxAngle> | Maximum angle the particle will detect an attractor from (if using Angle selection). | float: angle? |
<AngleSelectMin> | ||
<AngleSelectMax> | ||
<AngleSelectWeight> |
variable storage types
XML tag | description | value type / flags plus description |
---|---|---|
<Float Name="variable">float_value</Float> | A Float. :) | |
<Color Name="variable">R G B [A]</Color> | A color. :) | |
<PingPongState Name="variable">?</PingPongState> | A float from 0-1, describes where in the ping pong state the event is. (If my memory is correct) | Float: 0.0-1.0 |
parameter value types
Grey is additional for variable section.
0 - variable; variable name follows |
<Float Name="variable">variable</Float> |
1 - none (action parameters use this to indicate an unused parameter) |
? |
3 - float; constant; 1 float value follows 4 - float; random; 2 float values follow (min, max) 5 - float; bell curve; 2 float values follow (mean, stddev) |
<Float Name="variable">float_value</Float> <Float Name="variable"><Random Min="float_value" Max="float_value" /></Float> <Float Name="variable"><BellCurve Mean="float_value" StdDev="float_value" /></Float> |
6 - instance; instance name follows |
? |
7 - color; constant; 1 color follows 8 - color; random; 2 color follow (min, max) 9 - color; bell curve; 2 color follow (mean, stddev) |
<Color Name="variable">R G B</Color> <Color Name="variable"><Random Min="R G B" Max="R G B" /></Color> <Color Name="variable"><BellCurve Mean="? ? ? ?" StdDev="? ? ? ?" /></Color> |
0A - int32; constant; int32 follows |
? |
0B - time cycle; 2 float values follow (cycle length, scale) |
<TimeCycle Length="..." Scale="..." /> |
emitter
XML tag | description | value type / flags plus description |
---|---|---|
<Class> | particle file name without prefix (BINA3RAP) and without suffix (.oni) | |
<Flags> |
recherche notes - files with Unknown0020 flag: BINA3RAPw8_mbo_p07, BINA3RAPw8_mbo_e03, BINA3RAPw12_ba2_e03, BINA3RAPw10_sni_p01, BINA3RAPpstream_flicker, BINA3RAPheadlight02, BINA3RAPheadlightStart, BINA3RAPheadlight01 |
|
<TurnOffTreshold> |
Tag contains the number (threshold) of particle which must be reached before emitter becomes turned off. Threshold needs two flags to be set: IncreaseParticleCount and TurnOffAtTreshold. |
|
<Probability> |
Let's say threshold was set to 10 and probability to 0.5 then you might get 5 particle emitted, sometimes less, sometime more, it's an average. (threshold * probability = emitted particle) |
|
<Copies> |
It's actually a multiplier, set it to 0 and no particle will be emitted. Copies doesn't effects the treshold counting. The copies become emitted at the same place as the original particle so you might not see any difference (because they overlay each other) until they have a random movement. |
|
<LinkTo> |
| |
<Rate>...</Rate> | Interval in seconds. |
... can be: <Continous> <Interval></Interval> </Continous> <Random> <MinInterval></MinInterval> <MaxInterval></MaxInterval> </Random> <Instant /> <Distance> <Distance></Distance> </Distance> <Attractor> <RechargeTime></RechargeTime> <CheckInterval></CheckInterval> </Attractor> |
<Position>...</Position> |
... can be: <Point /> <Line> <Radius></Radius> </Line> <Circle> <InnerRadius></InnerRadius> <OuterRadius></OuterRadius> </Circle> <Sphere> <InnerRadius></InnerRadius> <OuterRadius></OuterRadius> </Sphere> cylinder needs to be tested again <Cylinder> <Height></Height> <InnerRadius></InnerRadius> <OuterRadius></OuterRadius> <Cylinder> <BodySurface> <OffsetRadius></OffsetRadius> </BodySurface> <BodyBones> <OffsetRadius></OffsetRadius> </BodyBones> | |
<Direction>...</Direction> |
... can be: <Straight /> <Random /> <Cone> <Angle></Angle> <CenterBias></CenterBias> </Cone> <Ring> <Angle></Angle> <Offset></Offset> </Ring> <Offset> <X></X> <Y></Y> <Z></Z> </Offset> <Inaccurate> <BaseAngle></BaseAngle> <Inaccuracy></Inaccuracy> <CenterBias></CenterBias> </Inaccurate> <Attractor /> | |
<Speed>...</Speed> |
... can be: <Uniform> <Speed></Speed> </Uniform> <Stratified> <Speed1></Speed1> <Speed2></Speed2> </Stratified> | |
<Orientation>...</Orientation> |
... can be:
| |
<OrientationUp>...</OrientationUp> |
... can be:
|
event types
- Update
- Pulse
- Start
- Stop
- BackgroundFxStart
- BackgroundFxStop
- HitWall
- HitCharacter
- Lifetime
- Explode
- BrokenLink
- Create
- Die
- NewAttractor
- DelayStart
- DelayStop
schemata 1 |
example 1 |
<Event> <action_ID_tag_without_parameter /> </Event> |
<HitWall> <Die /> </HitWall> |
schemata 2 |
example 2 |
<Event> <action_ID_tag_with_parameter> <parameter_tag>value_or_variable</parameter_tag> </action_ID_tag_with_parameter> </Event> |
<Update> <SuperParticle> <Variable>emit_rate</Variable> <VaseValue>0.25</VaseValue> <DeltaValue>-0.1</DeltaValue> <MinValue>0.1</MinValue> <MaxValue>20</MaxValue> </SuperParticle> </Update> |
action types: ID and parameter
action ID old description|parameter XML action tag XML parameter tag ------------------------------------------------------------------------------------------------------------- 0 Linear Change <AnimateLinear> float var <Target></Target> float rate <Rate></Rate> </AnimateLinear> ------------------------------------------------------------------------------------------------------------- 1 Acceler. Change <AnimateAccelerated> float var <Target></Target> float anim_vel <Velocity></Velocity> float accel <Acceleration></Acceleration> </AnimateAccelerated> ------------------------------------------------------------------------------------------------------------- 2 Random Change <AnimateRandom> float var <Target></Target> float min <Min></Min> float max <Max></Max> float rate <Rate></Rate> </AnimateRandom> ------------------------------------------------------------------------------------------------------------- 3 Pingpong Change <AnimatePingPong> float var <Target></Target> pingpong_state pingpong <State></State> float min <Min></Min> float max <Max></Max> float rate <Rate></Rate> </AnimatePingPong> ------------------------------------------------------------------------------------------------------------- 4 Looping Change <AnimateLoop> float var <Target></Target> float min <Min></Min> float max <Max></Max> float rate <Rate></Rate> </AnimateLoop> ------------------------------------------------------------------------------------------------------------- 5 Change To Value <AnimateToValue> float var <Target></Target> float rate <Rate></Rate> float endpoint <Value></Value> </AnimateToValue> ------------------------------------------------------------------------------------------------------------- 6 Color Blend <ColorInterpolate> color var <Target></Target> color color_0 <Color0></Color0> color color_1 <Color1></Color1> float blendval <Amount></Amount> </ColorInterpolate> ------------------------------------------------------------------------------------------------------------- 7 - ------------------------------------------------------------------------------------------------------------- 8 Fade Out <FadeOut> float time_to_die <TimeToDie>X</TimeToDie> </FadeOut> ------------------------------------------------------------------------------------------------------------- 9 Enable Action <EnableAtTime> action_index action <Action>X</Action> float lifetime <Lifetime></Lifetime> </EnableAtTime> ------------------------------------------------------------------------------------------------------------- 10 Disable Action <DisableAtTime> action_index action <Action>X</Action> float lifetime <Lifetime></Lifetime> </DisableAtTime> ------------------------------------------------------------------------------------------------------------- 11 Die <Die /> ------------------------------------------------------------------------------------------------------------- 12 Set Lifetime <SetLifetime> float time </SetLifetime> ------------------------------------------------------------------------------------------------------------- 13 Enable Emitter <EmitActivate> emitter emitter_num <Emitter>X</Emitter> </EmitActivate> ------------------------------------------------------------------------------------------------------------- 14 Disable Emitter <EmitDeactivate> emitter emitter_num <Emitter>X</Emitter> </EmitDeactivate> ------------------------------------------------------------------------------------------------------------- 15 Emit Particles <EmitParticles> emitter emitter_num <Emitter>X</Emitter> float particles <Particles>Y</Particles> </EmitParticles> ------------------------------------------------------------------------------------------------------------- 16 Change Class <ChangeClass> emitter emitter_num <Emitter></Emitter> </ChangeClass> ------------------------------------------------------------------------------------------------------------- 17 KillLastEmitted <KillLastEmitted> emitter emitter_num <Emitter></Emitter> </KillLastEmitted> ------------------------------------------------------------------------------------------------------------- 18 ExplodeLastEmit <ExplodeLastEmitted> emitter emitter_num <Emitter></Emitter> </ExplodeLastEmitted> ------------------------------------------------------------------------------------------------------------- 19 - ------------------------------------------------------------------------------------------------------------- 20 Start Amb Sound <AmbientSound> string sound <Sound></Sound> </AmbientSound> ------------------------------------------------------------------------------------------------------------- 21 End Amb Sound <EndAmbientSound /> ------------------------------------------------------------------------------------------------------------- 22 - ------------------------------------------------------------------------------------------------------------- 23 Impulse Sound <ImpulseSound> string sound <Sound></Sound> </ImpulseSound> ------------------------------------------------------------------------------------------------------------- 24 - ------------------------------------------------------------------------------------------------------------- 25 - ------------------------------------------------------------------------------------------------------------- 26 Damage Char <DamageChar> float damage <Damage></Damage> float stun_damage <StunDamage></StunDamage> float knockback <KnockBack></KnockBack> damage_type damage_type <DamageType></DamageType> boolean self_immune <SelfImmune></SelfImmune> boolean can_hit_mult <CanHitMultiple></CanHitMultiple> </DamageChar> ------------------------------------------------------------------------------------------------------------- 27 Blast Damage <DamageBlast> float damage <Damage></Damage> float stun_damage <StunDamage></StunDamage> float knockback <KnockBack></KnockBack> float radius <Radius></Radius> blast_falloff falloff <FallOff></FallOff> damage_type damage_type <DamageType></DamageType> boolean self_immune <SelfImmune></SelfImmune> boolean damage_environ (Was not listed in extracted file. Missing?) </DamageBlast> ------------------------------------------------------------------------------------------------------------- 28 Explode <Explode /> ------------------------------------------------------------------------------------------------------------- 29 Damage Environ. <DamageEnvironment> float damage <Damage></Damage> </DamageEnvironment> ------------------------------------------------------------------------------------------------------------- 30 Glass Charge <GlassCharge> float blast-vel <BlastVelocity></BlastVelocity> float radius <Radius></Radius> </GlassCharge> ------------------------------------------------------------------------------------------------------------- 31 Stop <Stop /> ------------------------------------------------------------------------------------------------------------- 32 - ------------------------------------------------------------------------------------------------------------- 33 Rotate X <RotateX> coord_frame space <Space></Space> float rate <Rate></Rate> boolean rotate_velocity <RotateVelocity></RotateVelocity> </RotateX> ------------------------------------------------------------------------------------------------------------- 34 Rotate Y <RotateY> coord_frame space <Space></Space> float rate <Rate></Rate> boolean rotate_velocity <RotateVelocity></RotateVelocity> </RotateY> ------------------------------------------------------------------------------------------------------------- 35 Rotate Z <RotateZ> coord_frame space <Space></Space> float rate <Rate></Rate> boolean rotate_velocity <RotateVelocity></RotateVelocity> </RotateZ> ------------------------------------------------------------------------------------------------------------- 36 - ------------------------------------------------------------------------------------------------------------- 37 Find Attractor <FindAttractor> float delaytime <DelayTime></DelayTime> </FindAttractor> ------------------------------------------------------------------------------------------------------------- 38 Attract Gravity <AttractGravity> float gravity <Gravity></Gravity> float max_g <MaxG></MaxG> boolean horiz_only <HorizontalOnly></HorizontalOnly> </AttractGravity> ------------------------------------------------------------------------------------------------------------- 39 Attract Homing <AttractHoming> float turn_speed <TurnSpeed></TurnSpeed> boolean predict_pos <PredictPosition></PredictPosition> boolean horiz_only <HorizontalOnly></HorizontalOnly> </AttractHoming> ------------------------------------------------------------------------------------------------------------- 40 Attract Spring <AttractSpring> float accel_rate <AccelRate></AccelRate> float max_accel <MaxAccel></MaxAccel> float desired_dist <DesiredDistance></DesiredDistance> </AttractSpring> ------------------------------------------------------------------------------------------------------------- 47 Apply Velocity <MoveLine /> ------------------------------------------------------------------------------------------------------------- 48 Apply Gravity <MoveGravity> float fraction <Fraction></Fraction> </MoveGravity> ------------------------------------------------------------------------------------------------------------- 49 Spiral <MoveSpiral> float theta <Theta></Theta> float radius <Radius></Radius> float rotate_speed <RotateSpeed></RotateSpeed> </MoveSpiral> ------------------------------------------------------------------------------------------------------------- 50 Air Resistance <MoveResistance> float resistance <Resistance></Resistance> float minimum_vel <MinimumVelocity></MinimumVelocity> <MoveResistance> ------------------------------------------------------------------------------------------------------------- 51 Drift <MoveDrift> float acceleration <Acceleration></Acceleration> float max_speed <MaxSpeed></MaxSpeed> float sideways_decay <SidewaysDecay></SidewaysDecay> float dir_x <DirX></DirX> float dir_y <DirY></DirY> float dir_z <DirZ></DirZ> coord_frame space <Space></Space> </MoveDrift> ------------------------------------------------------------------------------------------------------------- 52 Set Speed <SetVelocity> float speed <Speed></Speed> coord_frame space <Space></Space> boolean no_sideways <NoSideways></NoSideways> </SetVelocity> ------------------------------------------------------------------------------------------------------------- 53 Spiral Tangent <SpiralTangent> float theta <Theta></Theta> float radius <Radius></Radius> float rotate_speed <Rotate_speed></Rotate_speed> </SpiralTangent> ------------------------------------------------------------------------------------------------------------- 54 KillBeyondPoint <KillBeyondPoint> axis direction <Direction></Direction> float value <Value></Value> </KillBeyondPoint> ------------------------------------------------------------------------------------------------------------- 55 Create Effect <CollisionEffect> string classname <Effect></Effect> float wall_offset <WallOffset></WallOffset> collision_orient orientation <Orientation></Orientation> boolean attach <Attach></Attach> </CollisionEffect> ------------------------------------------------------------------------------------------------------------- 56 Stick To Wall <SitckToWall /> ------------------------------------------------------------------------------------------------------------- 57 Bounce <Bounce> float elastic_direct <ElasticDirect></ElasticDirect> float elastic_glancing <ElasticGlancing></ElasticGlancing> </Bounce> ------------------------------------------------------------------------------------------------------------- 59 Chop Particle <Chop /> ------------------------------------------------------------------------------------------------------------- 60 Impact Effect <ImpactEffect> string impact_type <ImpactType></ImpactType> impact_modifier impact_modifier <ImpactModifier></ImpactModifier> </ImpactEffect> ------------------------------------------------------------------------------------------------------------- 61 - ------------------------------------------------------------------------------------------------------------- 62 Unhide Particle <Show /> ------------------------------------------------------------------------------------------------------------- 63 Hide Particle <Hide /> ------------------------------------------------------------------------------------------------------------- 64 Set TextureTick <SetTextureTick> float tick <Tick></Tick> </SetTextureTick> ------------------------------------------------------------------------------------------------------------- 65 Random TexFrame <RandomTextureFrame /> ------------------------------------------------------------------------------------------------------------- 66 .. 69 - ------------------------------------------------------------------------------------------------------------- 70 Set Variable <SetVariable> float var <Target></Target> float value <Value></Value> </SetVariable> ------------------------------------------------------------------------------------------------------------- 71 Recalculate All <RecalculateAll /> ------------------------------------------------------------------------------------------------------------- 72 Enable Above <EnableAbove> action_index action <Action></Action> float var float threshold <Threshold></Threshold> </EnableAbove> ------------------------------------------------------------------------------------------------------------- 73 Enable Below <EnableBelow> action_index action <Action></Action> float var float threshold <Threshold></Threshold> </EnableBelow> ------------------------------------------------------------------------------------------------------------- 74 Enable Now <EnableNow> action_index action <Action>X</Action> </EnableNow> ------------------------------------------------------------------------------------------------------------- 75 Disable Now <DisableNow> action_index action <Action>X</Action> </DisableNow> ------------------------------------------------------------------------------------------------------------- 76 - ------------------------------------------------------------------------------------------------------------- 77 SuperB Trigger <SuperBallTrigger> emitter emitter_num <Emitter></Emitter> float fuse_time <FuseTime></FuseTime> </SuperBallTrigger> ------------------------------------------------------------------------------------------------------------- 78 BreakableStop <StopIfBreakable /> ------------------------------------------------------------------------------------------------------------- 79 Avoid Walls <AvoidWalls> float axis_x <AxisX></AxisX> float axis_y <AxisY></AxisY> float axis_z <AxisZ></AxisZ> float cur_angle <CurrentAngle></CurrentAngle> float t_until_check <TimeUntilCheck></TimeUntilCheck> float sense_dist <SenseDistance></SenseDistance> float turning_speed <TurningSpeed></TurningSpeed> float turning_decay <TurningDecay></TurningDecay> </AvoidWalls> ------------------------------------------------------------------------------------------------------------- 80 Random Swirl <RandomSwirl> float swirl_angle <SwirlAngle></SwirlAngle> float swirl_baserate <SwirlBaseRate></SwirlBaseRate> float swirl_deltarate <SwirlDeltaRate></SwirlDeltaRate> float swirl_speed <SwirlSpeed></SwirlSpeed> </RandomSwirl> ------------------------------------------------------------------------------------------------------------- 81 Follow Player <FloatAbovePlayer> float height <Height></Height> </FloatAbovePlayer> ------------------------------------------------------------------------------------------------------------- 82 Stop BelowSpeed <StopIfSlow> float speed <Speed></Speed> </StopIfSlow> ------------------------------------------------------------------------------------------------------------- 83 Super Particle <SuperParticle> float variable <Variable></Variable> float base_value <VaseValue></VaseValue> float delta_value <DeltaValue></DeltaValue> float min_value <MinValue></MinValue> float max_value <MaxValue></MaxValue> </SuperParticle> ------------------------------------------------------------------------------------------------------------- 84 Stop Our Link <StopLink /> ------------------------------------------------------------------------------------------------------------- 85 Check Link <CheckLink /> ------------------------------------------------------------------------------------------------------------- 86 Break Links To <BreakLink /> -------------------------------------------------------------------------------------------------------------
glass-piercing bullets
In the original game, w1_tap goes through normal glass and loses its dangerousness while a bullet of w8_mbo stays dangerous.
BINA3RAPw1_tap_p01.xml | BINA3RAPw8_mbo_p01.xml |
---|---|
<HitWall> <ImpactEffect> <ImpactType>w1_tap</ImpactType> <ImpactModifier>3</ImpactModifier> </ImpactEffect> <DamageEnvironment> <Damage>13</Damage> </DamageEnvironment> <Chop /> </HitWall> |
<HitWall> <DamageEnvironment> <Damage>50</Damage> </DamageEnvironment> <StopIfBreakable /> <ImpactEffect> <ImpactType>w8_mbo</ImpactType> <ImpactModifier>2</ImpactModifier> </ImpactEffect> <Die /> </HitWall> |
It turned out that <StopIfBreakable /> is actually doing the opposite, hence it should be called <DontStopIfBreakable />.
It's also important that <DamageEnvironment> is the first tag otherwise the glass won't break.
notes on locklights
[...] <Tint>color</Tint> [...] <Variables> <Color Name="color">0 0 0</Color> <Float Name="blend">0</Float> </Variables> <Emitters /> <Events> <Update> <ColorInterpolate> <Target>color</Target> <Color0>255 0 0</Color0> <Color1>0 255 0</Color1> <Amount>blend</Amount> </ColorInterpolate> <SetVariable> <Target>blend</Target> <Value>0</Value> </SetVariable> <SetVariable> <Target>blend</Target> <Value>1</Value> </SetVariable> </Update> <Start> <DisableNow> <Action>1</Action> </DisableNow> <EnableNow> <Action>2</Action> </EnableNow> </Start> <Stop> <DisableNow> <Action>2</Action> </DisableNow> <EnableNow> <Action>1</Action> </EnableNow> </Stop> </Events> |
Locklights are particle which indicate whether a door is locked or not.
|
The BINA3RAPlocklight.xml original file doesn't allow new events because of its buggy behavior. Gumby solved the problem by putting the "SetVariable" code into the start and stop event. During a final test additional code showed accidentally that particles identifies doors as characters. A small vid can be seen here.
<?xml version="1.0" encoding="utf-8"?> <Oni Version="0.9.52.0"> <Particle Name="locklight"> <Options> <Lifetime>0</Lifetime> <DisableDetailLevel>Never</DisableDetailLevel> <Decorative>true</Decorative> <CollideWithWalls>false</CollideWithWalls> <CollideWithChars>true</CollideWithChars> <InitiallyHidden>false</InitiallyHidden> <DrawAsSky>false</DrawAsSky> <DontAttractThroughWalls>false</DontAttractThroughWalls> <ExpireOnCutscene>false</ExpireOnCutscene> <DieOnCutscene>false</DieOnCutscene> <LockPositionToLink>false</LockPositionToLink> <CollisionRadius>7</CollisionRadius> <AIDodgeRadius>0</AIDodgeRadius> <AIAlertRadius>0</AIAlertRadius> <FlyBySoundName /> </Options> <Properties> <HasVelocity>false</HasVelocity> <HasOrientation>true</HasOrientation> <HasPositionOffset>false</HasPositionOffset> <HasAttachmentMatrix>true</HasAttachmentMatrix> <HasUnknown>false</HasUnknown> <HasDecalState>false</HasDecalState> <HasTextureStartTick>false</HasTextureStartTick> <HasTextureTick>false</HasTextureTick> <HasDamageOwner>false</HasDamageOwner> <HasContrailData>false</HasContrailData> <HasLensFlareState>true</HasLensFlareState> <HasAttractor>false</HasAttractor> <HasCollisionCache>true</HasCollisionCache> </Properties> <Appearance> <DisplayType>RotatedSprite</DisplayType> <TexGeom>lensflare11</TexGeom> <Invisible>false</Invisible> <IsContrailEmitter>false</IsContrailEmitter> <ScaleToVelocity>false</ScaleToVelocity> <Scale>2</Scale> <UseSeparateYScale>false</UseSeparateYScale> <YScale>1</YScale> <Rotation>0</Rotation> <Alpha> <Random Min="0.8" Max="0.9" /> </Alpha> <XOffset>0</XOffset> <XShorten>0</XShorten> <UseSpecialTint>false</UseSpecialTint> <Tint>color</Tint> <FadeOutOnEdge>false</FadeOutOnEdge> <OneSidedEdgeFade>false</OneSidedEdgeFade> <EdgeFadeMin>0.2</EdgeFadeMin> <EdgeFadeMax>1</EdgeFadeMax> <MaxContrailDistance>0</MaxContrailDistance> <LensFlare>true</LensFlare> <LensFlareDistance>2</LensFlareDistance> <LensFlareFadeInFrames>5</LensFlareFadeInFrames> <LensFlareFadeOutFrames>10</LensFlareFadeOutFrames> <DecalFullBrightness>false</DecalFullBrightness> <MaxDecals>100</MaxDecals> <DecalFadeFrames>60</DecalFadeFrames> <DecalWrapAngle>60</DecalWrapAngle> </Appearance> <Attractor> <Target>None</Target> <Selector>Distance</Selector> <Class /> <MaxDistance>150</MaxDistance> <MaxAngle>30</MaxAngle> <AngleSelectMin>3</AngleSelectMin> <AngleSelectMax>20</AngleSelectMax> <AngleSelectWeight>3</AngleSelectWeight> </Attractor> <Variables> <Color Name="color">0 0 0</Color> <Float Name="blend">0</Float> </Variables> <Emitters> <Emitter> <Class>h2h_ninflash_e01</Class> <Flags>IncreaseParticleCount TurnOffAtTreshold</Flags> <TurnOffTreshold>1</TurnOffTreshold> <Probability>1</Probability> <Copies>1</Copies> <LinkTo /> <Rate> <Instant /> </Rate> <Position> <Point /> </Position> <Direction> <Straight /> </Direction> <Speed> <Uniform> <Speed>0</Speed> </Uniform> </Speed> <Orientation>LocalPosY</Orientation> <OrientationUp>LocalPosZ</OrientationUp> </Emitter> </Emitters> <Events> <Update> <ColorInterpolate> <Target>color</Target> <Color0>255 0 0</Color0> <Color1>0 255 0</Color1> <Amount>blend</Amount> </ColorInterpolate> </Update> <Start> <SetVariable> <Target>blend</Target> <Value>1</Value> </SetVariable> </Start> <Stop> <SetVariable> <Target>blend</Target> <Value>0</Value> </SetVariable> </Stop> <HitCharacter> <EmitActivate> <Emitter>0</Emitter> </EmitActivate> </HitCharacter> </Events> </Particle> </Oni> |
how to set up decorative decals
What are decals?
- Decals are images glued onto a wall or ground.
- They are used for additional level design and to show weapon damage on surroundings.
- The following steps will show you how to set up a piece of design (poster/warning sign/whatever) into a level.
step 1 - extending the particle collection
- Particle collections are level specific.
- <Position> .. Choose a position for your decal.
- The maximal tolerance distance counts 10 units. Let's say the ground height (y) is 45 and the particle is spawned at 55 then this is the maximal tolerance; 56 wouldn't work.
- "chr_debug_characters = 1" helps you. But note that the y value is not the head's or pelvis' height, it is at the deepest point of your feet.
- <Rotation> .. see "decal facing"
- <Class> .. this is your particle file
- <Tag> .. optional; used when you want to activate or deactivate decals or other particle via BSL
- <Flags> .. "not initially created" flag (2) or nothing (1; 4; 8)
- <XScale> .. Scaling of decal's X dimension on individual level (you can use the 3RAP's own scaling (<Scale>) for accumulative scaling (this would affect all decals in the collection))
<Object Id="11291" Type="PART"> <Header> <Flags>0</Flags> <Position>-988 65 1521</Position> <Rotation>270 180 0</Rotation> </Header> <OSD> <Class>decal_particle_name</Class> <Tag>decal_BSL_name</Tag> <Flags>8</Flags> <Decal> <XScale>20</XScale> <YScale>20</YScale> </Decal> </OSD> </Object>
decal facing
- Place yourself towards the point where you want to have the decal, face it. It's important that your body stands accurate, not your head. Then type "chr_debug_characters = 1" into the developer console and you will know the facing. Write it down, compare with the right table and chose your xyz rotation.
- PS: In matter of spawning/displaing, the exact rotation is not needed. Oni has a 66 degree tolerance.
- PPS: <DecalWrapAngle> (in BINA3RAP file) is usually set to 60. For hard edges you might want to increase the value.
Test for a "hard edge". |
wall decals
x y z facing 0 degree: 270 | 0 | 0 facing 90 degree: 270 | 90 | 0 facing 180 degree: 270 | 180 | 0 facing 270 degree: 270 | 270 | 0
ground decals
x y z facing 0 degree: 0 | 0 | 0 facing 90 degree: 0 | 90 | 0 facing 180 degree: 0 | 180 | 0 facing 270 degree: 0 | 270 | 0
step 2 - creating BINA3RAP file
- file name in this example: "BINA3RAPdecal_particle_name.xml"
- <Version> .. has to be the same version as your own onisplit, change it if necessary
- <CollideWithChars> .. is ignored by decals
- <HasDecalState>true .. is needed
- <DisplayType>Decal .. is needed
- <TexGeom> .. links to TXMP file
- <Alpha> .. alpha level is ignored when TXMP has adaptiveAlpha flag
- <Tint> .. is ignored by decals
<?xml version="1.0" encoding="utf-8"?> <Oni Version="0.9.41.0"> <Particle Name="decal_particle_name"> <Options> <Lifetime>0</Lifetime> <DisableDetailLevel>Never</DisableDetailLevel> <Decorative>true</Decorative> <CollideWithWalls>false</CollideWithWalls> <CollideWithChars>false</CollideWithChars> <InitiallyHidden>false</InitiallyHidden> <DrawAsSky>false</DrawAsSky> <DontAttractThroughWalls>false</DontAttractThroughWalls> <ExpireOnCutscene>false</ExpireOnCutscene> <DieOnCutscene>false</DieOnCutscene> <LockPositionToLink>false</LockPositionToLink> <CollisionRadius>0</CollisionRadius> <AIDodgeRadius>0</AIDodgeRadius> <AIAlertRadius>0</AIAlertRadius> <FlyBySoundName /> </Options> <Properties> <HasVelocity>false</HasVelocity> <HasOrientation>false</HasOrientation> <HasPositionOffset>false</HasPositionOffset> <HasAttachmentMatrix>false</HasAttachmentMatrix> <HasUnknown>false</HasUnknown> <HasDecalState>true</HasDecalState> <HasTextureStartTick>false</HasTextureStartTick> <HasTextureTick>false</HasTextureTick> <HasDamageOwner>false</HasDamageOwner> <HasContrailData>false</HasContrailData> <HasLensFlareState>false</HasLensFlareState> <HasAttractor>false</HasAttractor> <HasCollisionCache>false</HasCollisionCache> </Properties> <Appearance> <DisplayType>Decal</DisplayType> <TexGeom>animated_texture</TexGeom> <Invisible>false</Invisible> <IsContrailEmitter>false</IsContrailEmitter> <ScaleToVelocity>false</ScaleToVelocity> <Scale>1</Scale> <UseSeparateYScale>false</UseSeparateYScale> <YScale>1</YScale> <Rotation>0</Rotation> <Alpha>1</Alpha> <XOffset>0</XOffset> <XShorten>0</XShorten> <UseSpecialTint>false</UseSpecialTint> <Tint>255 255 255</Tint> <FadeOutOnEdge>false</FadeOutOnEdge> <OneSidedEdgeFade>false</OneSidedEdgeFade> <EdgeFadeMin>0</EdgeFadeMin> <EdgeFadeMax>0.5</EdgeFadeMax> <MaxContrailDistance>0</MaxContrailDistance> <LensFlare>false</LensFlare> <LensFlareDistance>0</LensFlareDistance> <LensFlareFadeInFrames>0</LensFlareFadeInFrames> <LensFlareFadeOutFrames>0</LensFlareFadeOutFrames> <DecalFullBrightness>false</DecalFullBrightness> <MaxDecals>100</MaxDecals> <DecalFadeFrames>60</DecalFadeFrames> <DecalWrapAngle>60</DecalWrapAngle> </Appearance> <Attractor> <Target>None</Target> <Selector>Distance</Selector> <Class /> <MaxDistance>150</MaxDistance> <MaxAngle>30</MaxAngle> <AngleSelectMin>3</AngleSelectMin> <AngleSelectMax>20</AngleSelectMax> <AngleSelectWeight>3</AngleSelectWeight> </Attractor> <Variables /> <Emitters /> <Events /> </Particle> </Oni>
step 3 - creating TXMP file
- file name in this example: "TXMPanimated_texture.xml"
- Of cause the particle file doesn't has to contain an animated image. It's just meant to remind you that this possibility exist.
- <Version> .. has to be the same version as your own onisplit, change it if necessary
<?xml version="1.0" encoding="utf-8"?> <Oni Version="0.9.41.0"> <Texture> <Flags>HasMipMaps AnimUseLocalTime AnimBackToBack AdditiveBlend</Flags> <Format>RGB555</Format> <Speed>4</Speed> <Image>TXMPanimated_tex_part_000.tga</Image> <Image>TXMPanimated_tex_part_001.tga</Image> <Image>TXMPanimated_tex_part_002.tga</Image> <Image>TXMPanimated_tex_part_003.tga</Image> <Image>TXMPanimated_tex_part_004.tga</Image> <Image>TXMPanimated_tex_part_005.tga</Image> <Image>TXMPanimated_tex_part_006.tga</Image> <Image>TXMPanimated_tex_part_007.tga</Image> <Image>TXMPanimated_tex_part_008.tga</Image> <Image>TXMPanimated_tex_part_009.tga</Image> <Image>TXMPanimated_tex_part_010.tga</Image> </Texture> </Oni>
step 4 - show or hide decals via BSL
fork respawnable_decals in your main function
var bool first = 1; func respawnable_decals { chr_debug_characters = 1 dmsg "( punch to hide a few decals now )" ### decal is already presented so we begin with stop function fork kill_decal } func kill_decal { sleep 30 chr_wait_animtype 0 punch dmsg "( punch detected; [r.deactivating decals now] )" ### has effect at all particle with chosen tag ### in the vid, obviously the two decals use the same tag particle decal_BSL_name kill if (first eq 1) { dmsg "( kick to show a few decals now )" first = 0; sleep 60 } fork create_decal } func create_decal { sleep 30 chr_wait_animtype 0 kick dmsg "( kick detected; [b.activating decals now] )" particle decal_BSL_name create fork kill_decal }
how to set up decorative character items
Based on geyser's "silly world" experiment.
Marks, bags, goggles, decorative LSI, flash lights and other equipment could individualize characters by using a (BSL-triggered) particle workaround.
step 1: ONCC modifications
First we need to create a connection to the character. For this, we use the Daodan particle system to some degree.
<HasDaodanPowers>1</HasDaodanPowers>
Now it's enabled for this character. Next we register our item (hold by particle) in the ONCP section.
<ONCPParticle> <Name>super_shades</Name> <Type>silly_shades</Type> <BodyPart>10</BodyPart> </ONCPParticle>
<Name> As long as super stands at beginning, the further naming is unimportant.
<Type> This is a link to the particle file.
<BodyPart> This is the body part where the particle is attached to. Position fine tuning can be done in M3GM's PNTA section, <Positions>.
step 2: creating the item files
- BINA3RAPsilly_glasses.xml
- Needed modifications:
<Lifetime>0</Lifetime> <HasAttachmentMatrix>true</HasAttachmentMatrix> <DisplayType>Geometry</DisplayType> <TexGeom>silly_shades</TexGeom> <Events> <Start> <Show /> </Start> <Stop> <Hide /> </Stop> </Events>
- M3GMsilly_shades.xml
<Texture>TXMPsilly_shades_tex</Texture>
- TXMPsilly_shades_tex.xml
step 3: preparing the BSL stuff
- BINACJBOCharacter.xml
<Spawn>silly_setup</Spawn>
- shpadoinkle.bsl
#character spawn function func silly_setup(string name) { chr_lock_active(name) chr_super(name, 1) sleep 2 chr_super(name, 0) }
- silly_setup will be triggered every time a character is spawned with this link in BINACJBOCharacter.xml
- Only AI would need chr_lock_active.
- chr_super becomes disabled again to prevent other Daodan effects (in case our character would had a chenille or other visuals). We don't have to worry about the item, its live time was set to 0 (infinity). (chr_super 0 only hides the particle, it doesn't kill it.)
func main { # [...] p3_callevent silly_glasses 2 # [...] }
2 corresponds to <Start> tag and 3 corresponds to <Stop> tag in BINA3RAPsilly_shades.xml This can switch on and off the item. Other effects could be triggered by the free remaining numbers. A collection of events and their numbers can be seen HERE.
extra demo
For all Gundam Seed fans out there: Phase Shift shades. ^_^ Nah, the texture of such object cannot become replaced by another. But by using three different shades, we can create this illusion. There are blue shades. A pair that uses an animated texture. And a red pair. The animated pair is only temporary used. Here's a vid.
func spawn_karen { chr_super karen 1 ### all three shades particle created sleep 2 ### now but we need to hide them chr_super karen 0 ### show only blue shades for the start p3_callevent shades_blue 2 } func phase_shift_shades { p3_callevent shades_blue 3 p3_callevent shades_blue_red 2 sleep 20 p3_callevent shades_blue_red 3 p3_callevent shades_red 2 }