XML:BINA/OBJC/DOOR
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DOOR : Door | ||
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XML
AKEV << Other file types >> CONS TMBD << Other BINA >> ONIE CONS << Other OBJC >> FLAG |
General information
- The XML on this page was tested with OniSplit version 0.9.61.0 and 0.9.82.0.
- A BINACJBODOOR is level-specific (levelx_Final.dat).
- 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 your door data into there (this includes the <DOOR Id="...">/</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" /> </Events> </OSD> </DOOR>
Tags
Tag | Type | Description |
---|---|---|
<Objects> | - | |
<DOOR Id="..."> | int32 | Use any number; no need to for it be unique. — For level imports, use <Door>. |
<Header> | - | |
<Flags> | flag | Object flags. Used during development, ignore them. — Optional tag for level import. |
<Position> | float x3 | XYZ position. For new doors, use a Y of 0 if the ground plane is 0. — Optional tag for level import, but should be used in any case. |
<Rotation> | float x3 | XYZ rotation. "chr_debug_characters = 1" shows the player's facing, which can be used for door's Y value. X and Z should be 0. — Optional tag for level import. |
<OSD> | - | |
<Class> | char[63] | DOORfile.oni (don't use file prefix/suffix) For level import use absolute or relative file path, e.g. doors/TCdouble.oni) |
<DoorId> | int16 | Can be used with BSL commands. — Optional tag for level import but should be used in any case. |
<KeyId> | int16 | Ignore it. — Optional tag for level import. |
<Flags> | flag | Optional tag for level import.
|
<Center> | float x3 | X Y Z. <Center> Y is usually 15 units above door's <Position> Y. — Optional tag for level import, but should be used in any case. |
<SquaredActivationRadius> | float | Optional tag for level import; default value is 900. |
<Texture1> | char[63] | TXMPfile.oni (don't use file prefix/suffix) Used to replaces the doors default texture coming with the M3GM. — Optional tag for level import.
Use a capitalized file name for this TXMP. |
<Texture2> | char[63] | TXMPfile.oni (don't use file prefix/suffix) Can be used with double doors. — Optional tag for level import.
Use a capitalized file name for this TXMP. |
<Events> | int16 | You can use multiple events. — Optional tag for level import. |
<Script Function="call_this_BSL_function" /> | char[32] | Name of BSL function. For example if you use "call_this_BSL_function" here, then write in your BSL script:
func call_this_BSL_function { dmsg "hi" } |
<ActivateTurret TargetId="Id" /> | int16 | |
<DeactivateTurret TargetId="Id" /> | int16 | |
<ActivateConsole TargetId="Id" /> | int16 | |
<DeactivateConsole TargetId="Id" /> | int16 | |
<ActivateAlarm TargetId="Id" /> | int16 | |
<DeactivateAlaram TargetId="Id" /> | int16 | |
<ActivateTrigger TargetId="Id" /> | int16 | |
<DeactivateTrigger TargetId="Id" /> | int16 | |
<LockDoor TargetId="Id" /> | int16 | |
<UnlockDoor TargetId="Id" /> | int16 |