OBD talk:BINA/OBJC/CHAR

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Ok, I'm going to ask a few dumb questions

  • How are these teams treated: SecurityGuard, Switzerland, Who are there friends and enemies?
  • How is SyndicateAccessory different from Syndicate?
  • Is it possible to add BGI as another team?
  • Can the properties of a team be changed? ie: defining its friends and enemies

EdT 23:55, 30 August 2008 (CEST)

From what I remember, from testing with KvW:

Team 1: SecurityGaurd+TCTF+Konoko

Team 2: Syndicate+SyndicateAccessory

Team 3: RougeKonoko

Others: Neutral, Swiss

All 3 teams will fight against any other teams. I'm not sure on the "Others", you will have to test them out. As long as you don't have TCTF vs Syndicate vs Konoko vs BGI (4 way battling!), you should be fine. Even then, you may be able to get the Neutral or Swiss team to fight against the other 3, but I guaruntee nothing. I don't know any way to add or change teams, short of engine hacking.

Gumby 04:52, 31 August 2008 (CEST)

Here's the pseudocode of the function that decides who is friend/enemey. Friend/Foe have the obvious meaning and PotentialFoe means that the AI will act as a foe only if it is attacked.

 FriendOrFoe AI2rTeam_FriendOrFoe(Team t1, Team t2)
   if (LastManStanding)
       return Foe;
   else if (t1 = t2) or (t1 = Switzerland) or (t2 = Switzerland)
       return Friend;
   else if (t1 = Konoko)
       if (t2 = TCTF)
           return Friend;
       else if (t1 = Syndicate)
           return Foe;
       else
           return PotentialFoe;
   else if (t1 = TCTF)
       if (t2 = Konoko)
           return Friend;
       else if (t2 = Syndicate) or (t2 = RogueKonoko)
           return Foe;
       else
           return PotentialFoe;
   else if (t1 = Syndicate)
       if (t2 = SyndicateAccessory)
           return Friend;
       else
           return Foe;
   else if (t1 = Neutral)
       return PotentialFoe;
   else if (t1 = SecurityGuard)
       if (t2 = Syndicate) or (t2 = RogueKonoko)
           return Foe;
       else 
           return PotentialFoe;
   else if (t1 = RogueKonoko)
       if (t2 = Syndicate) or (t2 = TCTF)
           return Foe;
       else
           return PotentialFoe;
   else if (t1 = SyndicateAccessory)
       if (t2 = Syndicate)
           return Friend;
       else
           return PotentialFoe;

Neo

So, the difference between Switzerland and Neutral is that Switzerland will not attack you even if you attack them, but Neutral will retaliate. --Iritscen 15:08, 31 August 2008 (CEST)

O_o I guess the SecurityGaurds aren't neccessarily aligned with anyone...interesting.

Gumby 16:39, 31 August 2008 (CEST)

So which team should BGI be assigned? EdT

RougeKonoko or Neutral in the beginning, depending on how you want the interactions to be, but for the later levels, I'm not quite sure. It depends on who is in the level and the situation. Maybe SecurityGuard. (Actually, that would probably work)

Gumby 18:39, 31 August 2008 (CEST)



XML

general information

  • BINACJBOCharacter.oni is level specific. (It can be found in edition/GameDataFolder/levelXX_... )
  • See HERE if you don't know how to convert an oni file into XML and vice versa.
  • See HERE if you are searching for more general information such as how to handle object coordinates.
  • (An alternative is AISA, import not tested.)
  • All original characters can be seen HERE. (The lists include used ONCC, character's BSL name, health, team and BSL function.)


XML structure

<?xml version="1.0" encoding="utf-8"?>
<Oni Version="0.9.28.0">
   <ObjectCollection>
       [...]
   </ObjectCollection>
</Oni>

[...] means at least one character. Paste all character data into there (this includes <Object ...> and </Object> tag).

example

       <Object Id="10067" Type="CHAR">
           <Header>
               <Flags>0</Flags>
               <Position>347.216736 756 202.2008</Position>
               <Rotation>0 114.94648 0</Rotation>
           </Header>
           <OSD>
               <Flags>IsPlayer</Flags>
               <Class>barabus</Class>
               <Name>barabus</Name>
               <Weapon></Weapon>
               <Scripts>
                   <Spawn></Spawn>
                   <Die></Die>
                   <Combat></Combat>
                   <Alarm></Alarm>
                   <Hurt></Hurt>
                   <Defeated></Defeated>
                   <OutOfAmmo></OutOfAmmo>
                   <NoPath></NoPath>
               </Scripts>
               <AdditionalHealth>0</AdditionalHealth>
               <Job>
                   <Type>Idle</Type>
                   <PatrolPathId>0</PatrolPathId>
               </Job>
               <Behaviors>
                   <CombatId>9</CombatId>
                   <MeleeId>25</MeleeId>
                   <NeutralId>0</NeutralId>
               </Behaviors>
               <Inventory>
                   <Ammo>
                       <Use>0</Use>
                       <Drop>0</Drop>
                   </Ammo>
                   <EnergyCell>
                       <Use>0</Use>
                       <Drop>0</Drop>
                   </EnergyCell>
                   <Hypo>
                       <Use>0</Use>
                       <Drop>0</Drop>
                   </Hypo>
                   <Shield>
                       <Use>0</Use>
                       <Drop>0</Drop>
                   </Shield>
                   <Invisibility>
                       <Use>0</Use>
                       <Drop>0</Drop>
                   </Invisibility>
               </Inventory>
               <Team>Syndicate</Team>
               <InitialAmmo>100</InitialAmmo>
               <Alert>
                   <Initial>Combat</Initial>
                   <Minimal>Lull</Minimal>
                   <JobStarting>Low</JobStarting>
                   <Investigating>Medium</Investigating>
               </Alert>
               <AlarmGroups>0</AlarmGroups>
               <Pursuit>
                   <Strong>4</Strong>
                   <Weak>1</Weak>
                   <StrongSeen>4</StrongSeen>
                   <WeakSeen>4</WeakSeen>
                   <Lost>0</Lost>
               </Pursuit>
           </OSD>
       </Object>

You can add another character data block beneath an </Object> tag. (Well, add as much characters as you want.)


XML tag description value type / flags plus description
<?xml version="1.0" encoding="utf-8"?>
<Oni Version="..."> If onisplit exe is newer then extracted file then file cannot be converted back to *.oni
<ObjectCollection>
<Object Id="3860" Type="CHAR"> Id doesn't matter and CHAR shouldn't become changed so leave them as they are.
<Header>
<Flags> unknown; usually 0
<Position> character is spawned at this xyz-position
<Rotation> character is spawned with this rotation
<OSD>
<Flags> determines some special properties
IsPlayer (if you have two of them then delete one and spawn the other one at same time)
RandomCostume (flag belongs to ONCV)
NotInitiallyPresent
NonCombatant
CanSpawnMultiple (needs WasSpawned)
WasSpwaned (...)
Unkillable (character won't loss more life points if it reaches 1, same as BSL command "chr_unkillable")
InfiniteAmmo (Raiden: "You got enough ?" Snake points to his head. "Infinite ammo...")
Omniscient (can't be knocked down)
HasLSI (this character drops an level specific item like truck keys in level 19)
Boss (used for boss mode fights. makes the AI ignore this character unless there is nobody else around)
UpgradeDifficulty (spawns a stronger enemy if you play on medium or hard)
NoAutoDrop (doesn't drop "used" shield, "used" invisibility and LSI when killed)
<Class> ONCC name without file pre- and suffix. Interesting for BSL command "chr_set_class"
<Name> used by various BSL commands
<Weapon> character is spawned with weapon specified in here; weapon looked up by name (makes also custom weapons available)
<Scripts> independent from BSL main function
<Spawn> (called when character is spawned)
<Die> (called when character dies (health reaches 0); can work multiple times)
<Combat> (called when character notices an enemy; works only once)
<Alarm> (called when character is alarmed)
<Hurt> (called when character is hurt for the first time; works only once)
<Defeated> (called when character is "defeated" (health reaches 1); works only once)
<OutOfAmmo> (called when character runs out of ammo (reloads a weapon with the last clip/cell); works only once, and the character must have the ammo at spawn-time)
<NoPath> (should be called when a character has trouble pathfinding, but isn't)
<AdditionalHealth> main health is stored in ONCC, "additional health" will be added to that main health; also negative value possible here (which would then reduce main health)
<Job>
<Type>
None
Idle
Guard (never used in Oni)
Patrol
Teambattle (never used in Oni)
<Behaviors> specified by IDs linking to melee, combat and neutral profile collection file
<CombatId>
0 (Stand_and_Fire)
1 (Murder)
2 (Shoot_And_Fight)
3 (Take_my_Big_Black_Stuff)
4 (Assault)
5 (Civilian)
6 (Pursuit)
7 (Group_battle)
8 (Watchman)
9 (Barabbas_TCTF)
10 (COMGUY)
11 (SuperNinja)
12 (Griffin)
13 (Mutant_Muro)
14 (Alarm Guard)
15 (Non-Combatant)
16 (Griffin_Final)
207 (Sniper)
208 (Sniper For Joe)
17 (Average_striker; new profile for AE)
<MeleeId> here are all melee IDs sorted by ID
<NeutralId> ... (no overview so far)
<Inventory>
<Ammo>
<Use> (characters can uses such items by given amount; AI cannot use hypos)
<Drop> (AI characters drops such items when defeated)
<EnergyCell>
<Use>
<Drop>
<Hypo>
<Use>
<Drop>
<Shield>
<Use>
<Drop>
<Invisibility>
<Use>
<Drop>
<Team>
Konoko
TCTF
Syndicate
Neutral
SecurityGuard
RogueKonoko
Switzlerland (is melee-immune)
SyndicateAccessory
<InitialAmmo> ammo in weapon, percent value: 0 - 100, overload not tested
<Alert>
<Initial> initial alert level
lull
low
medium
high
combat
<Minimal> minimal alert level
lull
low
medium
high
combat
<JobStarting> alert level when starting a job
lull
low
medium
high
combat
<Investigating> alert level when investigating
lull
low
medium
high
combat
<AlarmGroups> character will be alarmed by script command ai2_tripalarm(N) or alarm console; N can be 0 up to 31
<Pursuit> HERE are information about "Alert" and "Pursuit".
<Strong>
0
1
2
3
4
<Weak>
0
1
2
3
4
<StrongSeen>
0
1
2
3
4
<WeakSeen>
0
1
2
3
4
<Lost>
0
1
2
3
4