XML:BINA/OBJC/PART
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PART : Particle | ||
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XML
AKEV << Other file types >> CONS TMBD << Other BINA >> ONIE NEUT << Other OBJC >> PATR |
General information
- The XML on this page is based on OniSplit v0.9.61.0.
- BINACJBOParticle is level-specific (levelx_Final.dat).
BSL support
The following command kills a particle with a given name, but only the first one of that name, so don't double-spawn the particle:
- particle BSL_name kill (kill counts also as die event)
The following command resets a particle:
- particle BSL_name reset
The following commands utilize the defined particle events.
|
|
particle BSL_name update | p3_callevent file_name 0 |
particle BSL_name pulse | p3_callevent file_name 1 |
particle BSL_name start | p3_callevent file_name 2 |
particle BSL_name stop | p3_callevent file_name 3 |
particle BSL_name bgfx_start | p3_callevent file_name 4 |
particle BSL_name bgfx_stop | p3_callevent file_name 5 |
particle BSL_name hit_wall | p3_callevent file_name 6 |
particle BSL_name hit_char | p3_callevent file_name 7 |
particle BSL_name lifetime | p3_callevent file_name 8 |
particle BSL_name explode | p3_callevent file_name 9 |
particle BSL_name brokenlink | p3_callevent file_name 10 |
particle BSL_name create (create counts also as update event) | p3_callevent file_name 11 |
particle BSL_name die | p3_callevent file_name 12 |
particle BSL_name newattractor | p3_callevent file_name 13 |
particle BSL_name delay_start | p3_callevent file_name 14 |
particle BSL_name delay_stop | p3_callevent file_name 15 |
Note about damaging particles
Damaging particles will make characters "flinch" no matter how little the damage. So particles are responsible for visualizing the danger and a trigger volume is responsible for dealing the damage.
particle auto1fire start ### TV inside function func void fire_damage(string ai_name) { dprint fire_hurt_konoko ### ignore the "fire_hurt_konoko" ### all characters get damage because the TV is registered for all teams (255) ### ps: this damage cannot be absorbed by a shield chr_poison (ai_name, 5, 30, 30); }
File structure
<?xml version="1.0" encoding="utf-8"?> <Oni> <Objects> [...] </Objects> </Oni>
[...] means at least one particle. Paste all your particle data in there (this includes <PART Id="..."> and </PART> tag).
Example
<PART Id="8463"> <Header> <Flags></Flags> <Position>-1050 45 1610</Position> <Rotation>0 0 0</Rotation> </Header> <OSD> <Class>env_fire9_e01</Class> <Tag>auto1fire</Tag> <Flags>13</Flags> <DecalScale>1 1</DecalScale> </OSD> </PART>
Tags
- <Flags>: unknown, usually empty
- <Position>: particle is created at this XYZ position
- <Rotation>: particle has this XYZ rotation in degrees
- <Class>: file name, can have up to 64 characters
- <Tag>: name for use in BSL, can have up to 48 characters
- <Flags>:
- NotInitiallyCreated
- <Decal>: first comes the X (horizontal) scaling (float value), then a space, then the Y (vertical) scaling (float value); "1" seems to show the image at its original size, which can be rather small in-game if the actual decal file uses also a small scale