XML:BINA/OBJC/CMBT
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CMBT : Combat profiles | ||
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XML
AKEV << Other file types >> CONS TMBD << Other BINA >> ONIE CONS << Other OBJC >> DOOR |
general information
- The xml code on this page is compatible with onisplit v0.9.61.0
- BINACJBOCombat.oni is global (It's stored in level0_...)
file structure
<?xml version="1.0" encoding="utf-8"?> <Oni> <Objects> [...] </Objects> </Oni>
[...] stands for a combat profile. You can add new profiles between the <Objects> </Objects> tags.
example: Id 0 (Stand_and_Fire)
combat ranges |
<CMBT Id="368"> <Header> <Flags></Flags> <Position>-223.332321 17.8324356 -116.511253</Position> <Rotation>0 0 0</Rotation> </Header> <OSD> <Name>Stand_and_Fire</Name> <CombatId>0</CombatId> <Behaviors> <LongRange>HoldAndFire</LongRange> <MediumRange>HoldAndFire</MediumRange> <ShortRange>HoldAndFire</ShortRange> <MediumRetreat>HoldAndFire</MediumRetreat> <LongRetreat>HoldAndFire</LongRetreat> </Behaviors> <Combat> <MediumRange>120</MediumRange> <MeleeOverride>IfPunched</MeleeOverride> <NoGunBehavior>Melee</NoGunBehavior> <ShortRange>40</ShortRange> <PursuitDistance>200</PursuitDistance> </Combat> <Panic> <Hurt>600</Hurt> <GunFire>900</GunFire> <Melee>600</Melee> <Sight>1200</Sight> </Panic> <Alarm> <SearchDistance>300</SearchDistance> <EnemyIgnoreDistance>80</EnemyIgnoreDistance> <EnemyAttackDistance>0</EnemyAttackDistance> <DamageThreshold>30</DamageThreshold> <FightTimer>360</FightTimer> </Alarm> </OSD> </CMBT>
tags
XML tag | content type | description |
---|---|---|
<?xml version="1.0" encoding="utf-8"?> | float, flag | Ignore this. |
<Oni> | - | |
<Objects> | - | Encloses the profiles, starting with <CMBT Id="..."> and ending with </CMBT>. |
<CMBT Id="..."> | integer | Ignore this. |
<Header> | - | |
<Flags> | flag | Ignore this. |
<Position> | float x3 | Ignore this. |
<Rotation> | float x3 | Ignore this. |
<OSD> | - | |
<Name> | char[64] | Name of the profile (making it easier to remember what the content does). |
<CombatId> | integer | Used by CHAR and ONCC.
|
<Behaviors> | - | Behavior at different ranges. |
<LongRange> | flag |
|
<MediumRange> | flag | the flags are identical with <LongRange> |
<ShortRange> | flag | the flags are identical with <LongRange> |
<MediumRetreat> | flag | the flags are identical with <LongRange> |
<LongRetreat> | flag | the flags are identical with <LongRange> |
<Combat> | - | |
<MediumRange> | float | you can make it visible with the script command ai2_showcombatranges = 1 |
<MeleeOverride> | flag |
|
<NoGunBehavior> | flag |
|
<ShortRange> | float | you can make it visible with the script command ai2_showcombatranges = 1 |
<PursuitDistance> | float | |
<Panic> | - | |
<Hurt> | integer | frame number (60 frames = 1 second) |
<GunFire> | integer | frame number |
<Melee> | integer | frame number |
<Sight> | integer | frame number |
<Alarm> | - | |
<SearchDistance> | float | Area around AI, where engine checks if there is some alarm console. |
<EnemyIgnoreDistance> | float | Enemies which are inside this range are not ignored but AI doesn't attack them. |
<EnemyAttackDistance> | float | This one specifies an "attack range" around an AI running for an alarm. When there is an enemy inside, AI stops running for the console and attack the enemy (if AI knows about him, of course). Nevertheless AI still keeps in mind that it should run for the console. So when there is no enemy inside this range and fight timer runs out, AI resumes running to the specified console. |
<DamageThreshold> | integer | Specifies how long AI, which is running for the console, remembers someone hurt it. Until this timer runs away, AI doesn't tend to use console. It only stays in fight stance near console, ready to fight. If someone hurts AI which is running for the console, then escapes and then tries to hurt it again while this timer isn't finished yet, AI remembers him and imitatively attacks him the moment he steps inside <EnemyAttackDistance>. |
<FightTimer> | integer |
When AI, which is running for the console, is engaged in a fight and enemy manages to disappear (either by phase-cloak or simply by hiding behind some corner), AI tries to chase him or looks for him. Alarm timer specifies how long should AI chase/look for the enemy. For chasing, timer starts when the enemy is outside <EnemyAttackDistance>. Of course when the enemy escapes even from <EnemyIgnoreDistance>, AI abandons him automatically. |