| DOOR : Door spawn collection |
| |
|---|---|---|
| XML
AKEV << Other file types >> CONS TMBD << Other BINA >> ONIE CMBT << Other OBJC >> FLAG |
general information
- The xml code on this page is based on onisplit v0.9.61.0
- BINACJBODOOR.oni is level specific. (It can be found in edition/GameDataFolder/levelXX_... )
- All original doors and their locklights can be seen HERE.
file structure
<?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>
script function example
### 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"
}
tags
- <Class> name of DOOR class file
- <Texture1> can be used to replace the texture of DOOR's embedded M3GM
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" />
