XML:BINA/OBJC/PATR
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BINA/OBCJ/PATR: patrol paths
The xml code on this page is based on onisplit v0.9.61.0 |
general information
- BINACJBOPatrol Path.oni is level specific. (It can be found in edition/GameDataFolder/levelXX_... )
BSL support
- ai2_showpaths = 1
- ai2_dopath ai_name path_name
XML structure
<?xml version="1.0" encoding="utf-8"?> <Oni> <Objects> [...] </Objects> </Oni>
[...] means at least one patrol block. Paste all a patrol data into there (this includes <PATR Id="..."> and </PATR> tag).
example
<PATR Id="8283"> <Header> <Flags></Flags> <Position>-408.598755 60.1162872 -1402.20361</Position> <Rotation>0 0 0</Rotation> </Header> <OSD> <Name>patrol_32</Name> <PatrolId>32</PatrolId> <ReturnToNearest>1</ReturnToNearest> <Points> <IgnorePlayer Value="Yes" /> <MovementMode Mode="Run" /> <MoveToFlag FlagId="545" /> <Loop> <MoveToFlagLookAndWait Frames="120" FlagId="545" Rotation="5" /> <IgnorePlayer Value="No" /> <MoveThroughFlag FlagId="145" Distance="0" /> <MovementMode Mode="ByAlertLevel" /> <MoveToFlagLookAndWait Frames="300" FlagId="144" Rotation="60" /> <MoveThroughFlag FlagId="145" Distance="0" /> <MoveToFlagLookAndWait Frames="300" FlagId="146" Rotation="90" /> </Loop> </Points> </OSD> </PATR>
- table content compatible with onisplit 0.9.61.0
- if an update is needed extract this file
XML tag | flags / values | description |
---|---|---|
<PATR Id="..."> | positive integer | actually the Id doesn't matter in collections |
<Flags> | should be unimportant | |
<Position> | should be unimportant | |
<Rotation> | should be unimportant | |
<Name> | string | for BSL command "ai2_dopath" |
<PatrolId> | positive integer | used in BINA/OBJC/CHAR |
<ReturnToNearest> |
|
1 = Yes; 0 = No |
<Points> | holds actual patrol content | |
<MoveToFlag FlagId="..." /> | positive integer | |
<Stop /> | ||
<Pause Frames="..." /> | positive integer | |
<LookAtFlag FlagId="..." /> | positive integer | |
<LookAtPoint X="..." Y="..." Z="..." /> | integer | |
<MoveAndFaceFlag FlagId="..." /> | positive integer | |
<Loop>...</Loop> | Patrol path tags can be enclosed by that loop tag. | |
<MovementMode Mode="..." /> |
|
|
<MoveToPoint X="..." Y="..." Z="..." /> | integer | |
<LockFacing Facing="..." /> |
|
|
<MoveThroughFlag FlagId="..." Distance="..." /> | positive integer | |
<MoveThroughPoint X="..." Y="..." Z="..." Distance="..." /> | X, Y, Z = positive integer; Distance = integer | |
<StopLooking /> | ||
<FreeFacing /> | ||
<GlanceAtFlagFor FlagId="..." Frames="..." /> | positive integer | |
<MoveNearFlag FlagId="..." Distance="..." /> | ||
<Scan Frames="..." Rotation="..." /> | ||
<StopScanning /> | ||
<MoveToFlagLookAndWait Frames="..." FlagId="..." Rotation="..." /> | ||
<CallScript ScriptId="..." /> | Calls a BSL function by Id. For example if Id is 1 then BSL function is named "patrolscript0001" | |
<ForkScript ScriptId="..." /> | Forks a BSL function by Id. For example if Id is 2 then BSL function is named "patrolscript0002" | |
<IgnorePlayer Value="..." /> |
|
|
<FaceToFlagAndFire FlagId="..." Frames="..." Spread="..." /> |