XML:BINA/OBJC/TURR
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TURR : Turret | ||
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XML
AKEV << Other file types >> CONS TMBD << Other BINA >> ONIE TRIG << Other OBJC >> WEAP |
general information
- The xml code on this page is compatible with onisplit v0.9.61.0
- The turret pod is part of the level geometry. (For some reason the <BaseGeometry> of TURR isn't used.)
- BINACJBOTurret.oni is level specific. (It can be found in AE/AEInstaller/vanilla/levelX_Final.dat)
BSL support
- turret_activate turret_id:int
- turret_deactivate turret_id:int
- turret_reset turret_id:int (resets a turret to initial state)
file structure
<?xml version="1.0" encoding="utf-8"?> <Oni> <Objects> [...] </Objects> </Oni>
[...] means at least one turret. Paste all turret data into there (this includes <TURR Id="..."> and </TURR> tag).
example
standard XML does not import TURR's base geometry (pod) See also: XML:TURR |
<TURR Id="8148"> <Header> <Flags></Flags> <Position>-670 45 -755</Position> <Rotation>0 0 0</Rotation> </Header> <OSD> <Class>psm_turret_floor</Class> <TurretId>1</TurretId> <Flags></Flags> <TargetedTeams>Konoko</TargetedTeams> </OSD> </TURR> <TURR Id="8149"> <Header> <Flags></Flags> <Position>-680.6955 45 -753.459656</Position> <Rotation>0 0 0</Rotation> </Header> <OSD> <Class>sbg_turret_floor</Class> <TurretId>1</TurretId> <Flags>InitialActive</Flags> <TargetedTeams>Konoko</TargetedTeams> </OSD> </TURR>
XML tags and options
XML tag | Content type | Description |
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Flags | flag | useless flags, can be left empty
|
Position | float x3 | x y z, turret pod must be added in level architecture or as spawnable object (automatically by if done via master file?) |
Rotation | float x3 | x y z |
Class | string | TURRname.oni from level0_Final
|
TurretId | integer | used by laser trigger and BSL commands |
Flags | flag |
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<TargetedTeams> | flag | multiple flags are separated by a space e.g. <TargetedTeams>Konoko TCTF RogueKonoko</TargetedTeams>
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