OBD talk:BINA/PAR3

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To value types:

What the both values of the normal distribution stand for?

First value µ (mean) and second value σ (standard deviation)?

Ssg 23:13, 5 December 2007 (CET)

No as far as I can tell. The value is interpolated from an "InverseNormalTable" (0, 0.125, 0.2533, 0.3850, 0.5244, 0.6745, 0.8416, 1.0364, 1.2816, 1.6449, 3.0902, 1.6449, 1.2816, ...). The resulting value is multiplied with the second value and the first value is added to the result, so those 2 value are more like "offset" and "scale". I don't know why the table is called "InverseNormal", maybe this is actually normal inverse distribution but it does not look like so.

Neo

Thanks for your answer.

I've googled a (long) bit for that "InverseNormalTable". It seems to be okay. This table is also called "inverse standardized normal distribution" (see http://files.hanser.de/hanser/docs/20040419_24419112747-75_3-446-21594-8Anhang2.pdf)

The equation for the inverse normal distribution is: x = σ * z + µ

with:

x = result
z = looked up in the z-table (the z-table here is the InverseNormalTable)
µ = mean
σ = standard deviation

Unfortunately I've no idea what's the basis for Oni's interpolation (IMO Oni needs an entry point for the table), so I haven't got a clue what the result is for.

Ssg 20:26, 6 December 2007 (CET)

The interpolation is easy: it picks a random number between -9.99 and 9.99 and it uses it to interpolate the table (linear interpolation).

And I don't know if you noticed, the WMDD for values says "Bell Curve" :)

Neo

A quick note: I messed up the table, it's (-3.0902, ..., -0.2533, -0.125, 0, 0.125, 0.2533, 0.3850, 0.5244, 0.6745, 0.8416, 1.0364, 1.2816, 1.6449, 3.0902).

Neo

>>it picks a random number between -9.99 and 9.99 and it uses it to interpolate the table (linear interpolation).

I don't get that. Can you give an example, please? Let's say Oni picks up the value 9. How does the interpolation work?

Like this:

-3.0902 = -9.99
-1.6449 = -8.99
...
-0.125 = -0.99
0 = 0
...
3.0902 = 9.99?

>>And I don't know if you noticed, the WMDD for values says "Bell Curve" :)

Yes, I've noticed that. Do you think the first value is not the mean?

>>I messed up the table

No problem. Now it fits much better to the pdf file above. ;-)

Ssg 22:32, 6 December 2007 (CET)

This should clear up everything:

float InverseNormalTable[] = { 0.0f, 0.125f, 0.2533f, 0.3853f, 0.5244f, 0.6745f, 0.8416f, 1.0364f, 1.2816f, 1.6449f, 3.0902f };

float InverseNormalRandom(float v1, float v2)
{
    float r = frnd(); // generates a random number in [-0.999, 0.999]
    float x = fabsf(r) * 10.0f;
    int i = floorf(x);
    float z = InverseNormalTable[i] + (x - i) * (InverseNormalTable[i + 1] - InverseNormalTable[i]);

    if (r < 0.0f)
        z = -z;

    return v1 + z * v2;
}

Neo

The term "inverse normal" is apparently not conventional, and also rather confusing because it can be mistaken as referring to either the normal-inverse Gaussian distribution or the inverse Gaussian distribution, both of which are rather exotic and irrelevant here.
What we have here is the inverse of the error function or rather that of erfc(x/sqrt(2)). If you have Java installed, HERE is a nice applet that you can toy around with to see just what the table in your PDF link corresponds to.
As further pointed out HERE, inverting the standard normal cdf gives you a way to generate normally distributed random variables from a uniformly distributed random variable, which is exactly what Oni does (see Neo's code sample above).
The float r is a uniformly distributed random variable in (-1.0,1.0) (@ Neo: please check). Same for x except the interval is now [0.0,10.0). z is a first approximation of erfc(0.0998 * x / sqrt(2)), interpolated linearly between erfc(0.0998 * floorf(x) / sqrt(2)) and erfc(0.0998 * (floorf(x) + 1) / sqrt(2)). The table is thus sampled uniformly.
The result ( v1 + z * v2 ) is, to a good approximation, a normally distributed random variable, centered at v1 and with standard mean deviation v2. Apart from the approximation arising from the linear interpolation, the distribution is cut off at 99.8% of expectancy, so all the values will be within 3.09023*v2 of v1.
geyser 03:12, 7 December 2007 (CET)

Boy, what a ton of interest this little function generates :). The interval for r is [-0.999, 0.999] to be precise (it originates as [-1, 1] and it is multiplied with 0.999). And yes, it is supposed to be distributed uniformly. Here is the (pseudo)random number generator: linear congruential generator, the one from Numerical Recipes.


Neo

>>HERE is a nice applet

Oh, that's why I couldn't see anything when I found this site. It needs Java.

>>gives you a way to generate normally distributed random variables from a uniformly distributed random variable, which is exactly what Oni does

Ahhhhhh... that's the thought behind that calculation.

Ssg 12:20, 7 December 2007 (CET)

@ Neo & WIMC: "The interval for r is [-0.999, 0.999]"
That's odd because then the interval for x is [0, 9.99],
meaning that they leave out 0.1% of the inverse table
(i.e., they will sample only 99% of the last interval)
The only reason why they'd do this is to avoid i=10...
Anyway, this affects the final distribution very little.
Instead of a cutoff at 98% they have 97.902%: big deal.
geyser 18:04, 7 December 2007 (CET)

>> The only reason why they'd do this is to avoid i=10...

Most likely, they'd need a special case for that and it just doesn't worth it. And guys, let's just stop here. Remember, it is a game and not a scientific program, they might have as well drawn an upside down bell on a napkin, digitize it and put the obtained values in that table and it would still work :).
Neo

notepad

variables

  • storage types: would read it like that
01 00 00 00 - int16
02 00 00 00 - float
04 00 00 00 - string? (16 bytes)
08 00 00 00 - colour (4 bytes)
10 00 00 00 - int32
20 00 00 00 - string? (16 bytes)
40 00 00 00 - string? (16 bytes)
00 00 00 00 - pingpong state
00 10 00 00 - action index
00 20 00 00 - emitter
00 30 00 00 - blast falloff
00 40 00 00 - coord frame
00 50 00 00 - collision orient
00 60 00 00 - boolean
00 70 00 00 - ambient sound
00 80 00 00 - impulse sound
00 90 00 00 - impact modifier
00 A0 00 00 - damage type
00 B0 00 00 - axis

emitted particles

  • 0x68 - why is there a ? behind "can use element 12"

Ssg 00:58, 25 December 2007 (CET)

  • Well, you can read it like that if you want but I'm not sure why does it matter, they're just a bunch of values that identify some types. What you suggest looks more like flags/bitsets but they are not. (Besides don't expect me or any other C/C++ programmer to support such a format for flags/bitset because no one ever treats a 32 bit flags field as 4 separate bytes.)
  • Because I managed to check the usage of all other fields in the executable except these 2 fields (11 & 12).

Neo


There's a "particle_sprite_type.wmm_" that says:

0 - sprite (face camera orient to screen)
1 - rotated sprite (face camera orient to particle)
/ - none
2 - beam (parallel face camera)
3 - arrow (parallel orient to particle)
7 - discus (parallel orient to particle)
/ - none
4 - flat (perpendicular)
/ - none
5 - contrail (orient to particle)
6 - contrail (face camera)

Are these the numbers for the sprite mode mask? Ssg 21:51, 5 February 2008 (CET)

I'll check the code to make sure but it looks like you hit the nail on the head. Thanks!

Neo


Hey Paradox, here is some food for thought. :)

Set a particle to have another particle as an attractor, with a low radius. Then set up something to happen in the <NewAttractor> field. Wouldn't that be simulated Particle\Particle collision detection? Also, if you want it, there is a patch avaliable for disabling events outside of <Update> tags.

Gumby 04:30, 21 May 2009 (UTC)


Your first premise is that the radius works also for particle-particle collision.
Your second premise is that this collision counts as NewAttractor event. Or what was the sense of it?
When both things are correct (which I don't know) then you might have a way to detect particle-particle collision.
"patch avaliable for disabling events outside of <Update> tags" I've no idea what this means. :(
When I don't want consequences (actions) triggered by an event (Update, Pulse, Start, Stop, BackgroundFxStart, ...) then I take these actions out or delete the specific event. Paradox-01 14:23, 21 May 2009 (UTC)
The premise is that when the targeted particle gets within the radius of the *searching* particle, it activates the <NewAttractor> field, and you can then do whatever you like (whatever you would have done when the two particles *collide*).
Don't you sometimes need to use <DisableNow> or the other <Disable* tags? Gumby 16:49, 21 May 2009 (UTC)
And someone might want to do a field test now... I will probably try it out but there must be clear idea first.
No, because I haven't written advanced particle by my own so far. ^_^ I recycle existing stuff and bring in little modifications at suitable places. It's nothing I'm proud of but that's the way I go as a slowly learner. Paradox-01 17:17, 21 May 2009 (UTC)
Well...I can't think of any good application for this offhand, no. :P
Ahh, ok. :) Gumby 18:38, 21 May 2009 (UTC)
Starting building reverse side of the pyramid. On topic:
Gumby: Can't think of application, eh? AE:New_weapons, the last weapon on page maybe finally a reality thanks to this (long awaited by quite a bunch of ONI folks, me included ) ^_^
Anyway, kick@$$ workaround Gumby, big respect and 45° salute especially for you.--Loser 22:00, 21 May 2009 (UTC)
Dox: That is quite a good way how to learn PAR3. Experimenting, trying out stuff. Plus thanks to OniSplit, you don't have to care about used space calculation. On the other hand, handling stuff via HEXeditor diectly in .raw is good ( faster ) for research ^_^ ( when setting some field to various values in order to see in game effect).--Loser 22:00, 21 May 2009 (UTC)
I thought of that, but there is a slight issue, perhaps: how do we stop the animation? Does one of the damage types have a single frame animation?
That is how I learn particles, too. ^_^ Gumby 17:20, 22 May 2009 (UTC)


XML section

Template:XMLModdingHints

file structure

<?xml version="1.0" encoding="utf-8"?>
<Oni>
   <Particle Name="particle_file_name">
       <Options>
           <Lifetime></Lifetime>
           <DisableDetailLevel>[... see HERE for a possible flag]</DisableDetailLevel>
           <Decorative></Decorative>
           [...]
       </Options>
       <Properties>
           [...]
       </Properties>
       <Appearance>
           <DisplayType>[... see HERE for a possible flag]</DisplayType>
           [...]
       </Appearance>
       <Attractor>
           <Target>[... see HERE for a possible flag]</Target>
           <Selector>[... see HERE for a possible flag]</Selector>
           <Class />
           [...]
       </Attractor>
       <Variables>
           [...]
       </Variables>
       <Emitters>
           <Emitter>
               [... see HERE for emitter data]
           </Emitter>
       </Emitters>
       <Events>
           [... see HERE for <event_type_tag>]
		[... see HERE for <action_type_tag>]
                   [... see HERE for <parameter_tag>value</parameter_tag>]
		<action_type_tag>
           </event_type_tag>
       </Events>
   </Particle>
</Oni>


options

XML tag content type description
<Lifetime> float Particle exist for X seconds.
X is float value, so you could write 1.25 if a second is to less and 2 too many.
0 means an infinite lifetime.
<DisableDetailLevel> flag Particle is not created if detail level is too low.
Never
Medium
Low
<Decorative> flag Might not always be updated by the engine.
true
false
<CollideWithWalls> flag Needed if the particle uses the HitWall event type.
true
false
<CollideWithChars> flag Needed if the particle uses the HitCharacter event type.
true
false
<InitiallyHidden> flag Hides the particle on creation.
true
false
<DrawAsSky> flag Draws the particle before everything else, supposedly.
true
false
<DontAttractThroughWalls> flag Particle will not detect attractors if there is a wall between it and the potential attractor.
true
false
<ExpireOnCutscene> flag Ends the lifetime of a particle on cutscene start.
true
false
<DieOnCutscene> flag Kills the particle on cutscene start.
true
false
<LockPositionToLink> flag Locks the position of the particle to its link.
true
false
<CollisionRadius> float Distance from which HitWall and HitCharacter events are activated.
<AIDodgeRadius> float Distance from which AI will avoid this particle.
<AIAlertRadius> float Distance from which AI will be aware of the danger of the particle.
<FlyBySoundName /> link Sound used when the particle passes by you. Check: does the engine apply the Doppler effect or is it in the sound file itself?
OSBDfile.imp.oni


properties

XML tag content type description
<HasVelocity> flag Needed if the particle is to move.
true
false
<HasOrientation> flag Needed if the particle is to be able to turn around?
true
false
<HasPositionOffset> flag Used with LockPositionToLink???
true
false
<HasAttachmentMatrix> flag Used if the particle is to be stuck to a character or wall.
true
false
<HasUnknown> flag ???
true
false
<HasDecalState> flag Used if the particle is a Decal.
true
false
<HasTextureStartTick> flag Used with animated particles. (Documentation Needed).
true
false
<HasTextureTick> flag Used with animated particles. (Documentation Needed).
true
false
<HasDamageOwner> flag Used for particles to either:
A. Not damage a character
B. Credit a character with damage\kills

For this to work properly, the parent of the character must have this set, and the parent of said parent, etc, up to the original particle.

true
false


appearance

XML tag content type description
<DisplayType> flag How the particle is displayed. (Please Document)
Sprite
RotatedSprite
Beam - bullet textures and such
Arrow
Flat
OrientedContrail
Discuss
Decal - sticks to a wall
Geometry - uses an M3GM
<TexGeom> link The texture or model that this particle uses.
TXMPfile.oni / M3GMfile.oni
<Invisible> flag Can't be seen.
true
false
<IsContrailEmitter> flag Emits a contrail.
true
false
<ScaleToVelocity> flag Scales the particle based on the speed it is going.
true
false
<Scale> float The size of the particle.
<UseSeparateYScale> flag Stretches the particle along the Y axis if set.
true
false
<YScale> float Needs <UseSeparateYScale>true</UseSeparateYScale> to be enabled.
<Rotation> ? The rotation of the particle.
<Alpha> float / integer Transparency (0 = fully invisible, 1 or 255 = fully visible)
float: 0.0 - 1.0
integer: 0 - 255
<XOffset> float
<XShorten> float
<UseSpecialTint> flag Research note: "true" can be found in BINA3RAPbarab_p02.xml
true
false
<Tint> integer Color. R G B A means Red Green Blue Alpha.
R G B
R G B A
<FadeOutOnEdge> flag
true
false
<OneSidedEdgeFade> flag
true
false
<EdgeFadeMin> float
<EdgeFadeMax> float
<MaxContrailDistance>
<LensFlare> flag
true
false
<LensFlareDistance> float
<LensFlareFadeInFrames> integer
<LensFlareFadeOutFrames> integer
<DecalFullBrightness> flag
true
false
<MaxDecals> integer Seems to be a bit broken (someone please test this again).
<DecalFadeFrames> integer The number of frames it takes for a decal particle to fade after it reaches the maximum number of decals.
<DecalWrapAngle> float Degrees. Decal isn't cut off when the next plane piece has an angle difference equal or less to this value.


attractor

XML tag description value type / flags plus description
<Target>
None
Link
Class
Tag
Characters
Hostiles
EmittedTowards
ParentAttractor
AllCharacters
<Selector>
Distance
Angle
<Class /> Name of a paritcle that this particle is attracted to.
<MaxDistance> Maximum distance the particle will detect an attractor from (if using Distance selection). float: distance
<MaxAngle> Maximum angle the particle will detect an attractor from (if using Angle selection). float: angle?
<AngleSelectMin>
<AngleSelectMax>
<AngleSelectWeight>


variable storage types

XML tag description value type / flags plus description
<Float Name="variable">float_value</Float> A Float. :)
<Color Name="variable">R G B [A]</Color> A color. :)
<PingPongState Name="variable">?</PingPongState> A float from 0-1, describes where in the ping pong state the event is. (If my memory is correct) Float: 0.0-1.0

parameter value types

Grey is additional for variable section.

0 - variable; variable name follows

<Float Name="variable">variable</Float>

1 - none (action parameters use this to indicate an unused parameter)

?

3 - float; constant; 1 float value follows

4 - float; random; 2 float values follow (min, max)

5 - float; bell curve; 2 float values follow (mean, stddev)

<Float Name="variable">float_value</Float>

<Float Name="variable"><Random Min="float_value" Max="float_value" /></Float>

<Float Name="variable"><BellCurve Mean="float_value" StdDev="float_value" /></Float>

6 - instance; instance name follows

?

7 - color; constant; 1 color follows

8 - color; random; 2 color follow (min, max)

9 - color; bell curve; 2 color follow (mean, stddev)

<Color Name="variable">R G B</Color>

<Color Name="variable"><Random Min="R G B" Max="R G B" /></Color>

<Color Name="variable"><BellCurve Mean="? ? ? ?" StdDev="? ? ? ?" /></Color>

0A - int32; constant; int32 follows

?

0B - time cycle; 2 float values follow (cycle length, scale)

<TimeCycle Length="..." Scale="..." />


emitter

XML tag description value type / flags plus description
<Class> particle file name without prefix (BINA3RAP) and without suffix (.oni)
<Flags>



recherche notes - files with Unknown0020 flag:

BINA3RAPw8_mbo_p07, BINA3RAPw8_mbo_e03, BINA3RAPw12_ba2_e03, BINA3RAPw10_sni_p01, BINA3RAPpstream_flicker, BINA3RAPheadlight02, BINA3RAPheadlightStart, BINA3RAPheadlight01

InitiallyOn
IncreaseParticleCount
TurnOffAtTreshold
EmitWithParentVelocity
Unknown0020
OrientToVelocity
InheritTint
OnePerAttractor
AtLeastOne
CycleAttractors
<TurnOffTreshold>

Tag contains the number (threshold) of particle which must be reached before emitter becomes turned off. Threshold needs two flags to be set: IncreaseParticleCount and TurnOffAtTreshold.

<Probability>

Let's say threshold was set to 10 and probability to 0.5 then you might get 5 particle emitted, sometimes less, sometime more, it's an average. (threshold * probability = emitted particle)

<Copies>

It's actually a multiplier, set it to 0 and no particle will be emitted. Copies doesn't effects the treshold counting. The copies become emitted at the same place as the original particle so you might not see any difference (because they overlay each other) until they have a random movement.

<LinkTo>
this
0
1
2
3
4
5
6
7
link
<Rate>...</Rate> Interval in seconds.

... can be:

<Continous>
    <Interval></Interval>
</Continous>

<Random>
    <MinInterval></MinInterval>
    <MaxInterval></MaxInterval>
</Random>

<Instant />

<Distance>
    <Distance></Distance>
</Distance>

 <Attractor>
    <RechargeTime></RechargeTime>
    <CheckInterval></CheckInterval>
 </Attractor>
<Position>...</Position>

... can be:

<Point />

<Line>
    <Radius></Radius>
</Line>

<Circle>
    <InnerRadius></InnerRadius>
    <OuterRadius></OuterRadius>
</Circle>

<Sphere>
    <InnerRadius></InnerRadius>
    <OuterRadius></OuterRadius>
</Sphere>

cylinder needs to be tested again
<Cylinder>
    <Height></Height>
    <InnerRadius></InnerRadius>
    <OuterRadius></OuterRadius>
<Cylinder>

<BodySurface>
    <OffsetRadius></OffsetRadius>
</BodySurface>

<BodyBones>
    <OffsetRadius></OffsetRadius>
</BodyBones>
<Direction>...</Direction>

... can be:

<Straight />

<Random />

<Cone>
    <Angle></Angle>
    <CenterBias></CenterBias>
</Cone>

<Ring>
    <Angle></Angle>
    <Offset></Offset>
</Ring>

<Offset>
    <X></X>
    <Y></Y>
    <Z></Z>
</Offset>

<Inaccurate>
    <BaseAngle></BaseAngle>
    <Inaccuracy></Inaccuracy>
    <CenterBias></CenterBias>
</Inaccurate>

<Attractor />
<Speed>...</Speed>

... can be:

<Uniform>
    <Speed></Speed>
</Uniform>

<Stratified>
    <Speed1></Speed1>
    <Speed2></Speed2>
</Stratified>
<Orientation>...</Orientation>

... can be:

LocalPosX
LocalNegX
LocalPosY
LocalNegY
LocalPosZ
LocalNegZ
WorldPosX
WorldNegX
WorldPosY
WorldNegY
WorldPosZ
WorldNegZ
Velocity
ReverseVelocity
TowardsEmitter
AwayFromEmitter
<OrientationUp>...</OrientationUp>

... can be:

LocalPosX
LocalNegX
LocalPosY
LocalNegY
LocalPosZ
LocalNegZ
WorldPosX
WorldNegX
WorldPosY
WorldNegY
WorldPosZ
WorldNegZ
Velocity
ReverseVelocity
TowardsEmitter
AwayFromEmitter


event types

Update
Pulse
Start
Stop
BackgroundFxStart
BackgroundFxStop
HitWall
HitCharacter
Lifetime
Explode
BrokenLink
Create
Die
NewAttractor
DelayStart
DelayStop


schemata 1

example 1

           <Event>
               <action_ID_tag_without_parameter />
           </Event>
           <HitWall>
               <Die />
           </HitWall>

schemata 2

example 2

           <Event>
               <action_ID_tag_with_parameter>
                   <parameter_tag>value_or_variable</parameter_tag>
               </action_ID_tag_with_parameter>
           </Event>
           <Update>
               <SuperParticle>
                   <Variable>emit_rate</Variable>
                   <VaseValue>0.25</VaseValue>
                   <DeltaValue>-0.1</DeltaValue>
                   <MinValue>0.1</MinValue>
                   <MaxValue>20</MaxValue>
               </SuperParticle>
           </Update>


action types: ID and parameter

action ID	old description|parameter		XML action tag		XML parameter tag
-------------------------------------------------------------------------------------------------------------
0		Linear Change				<AnimateLinear>
				float var					<Target></Target>
				float rate					<Rate></Rate>
							</AnimateLinear>
-------------------------------------------------------------------------------------------------------------
1		Acceler. Change				<AnimateAccelerated>
				float var					<Target></Target>
				float anim_vel					<Velocity></Velocity>
				float accel					<Acceleration></Acceleration>
							</AnimateAccelerated>
-------------------------------------------------------------------------------------------------------------
2		Random Change				<AnimateRandom>
				float var					<Target></Target>
				float min					<Min></Min>
				float max					<Max></Max>
				float rate					<Rate></Rate>
							</AnimateRandom>
-------------------------------------------------------------------------------------------------------------
3		Pingpong Change				<AnimatePingPong>
				float var					<Target></Target>
				pingpong_state pingpong				<State></State>
				float min					<Min></Min>
				float max					<Max></Max>
				float rate					<Rate></Rate>
							</AnimatePingPong>
-------------------------------------------------------------------------------------------------------------
4		Looping Change				<AnimateLoop>
				float var					<Target></Target>
				float min					<Min></Min>
				float max					<Max></Max>
				float rate					<Rate></Rate>
							</AnimateLoop>
-------------------------------------------------------------------------------------------------------------
5		Change To Value				<AnimateToValue>
				float var					<Target></Target>
				float rate					<Rate></Rate>
				float endpoint					<Value></Value>
							</AnimateToValue>
-------------------------------------------------------------------------------------------------------------
6		Color Blend				<ColorInterpolate>
				color var					<Target></Target>
				color color_0					<Color0></Color0>
				color color_1					<Color1></Color1>
				float blendval					<Amount></Amount>
							</ColorInterpolate>
-------------------------------------------------------------------------------------------------------------
7		-
-------------------------------------------------------------------------------------------------------------
8		Fade Out				<FadeOut>
				float time_to_die				<TimeToDie>X</TimeToDie>
							</FadeOut>
-------------------------------------------------------------------------------------------------------------
9		Enable Action				<EnableAtTime>
				action_index action				<Action>X</Action>
				float lifetime					<Lifetime></Lifetime>
							</EnableAtTime>
-------------------------------------------------------------------------------------------------------------
10		Disable Action				<DisableAtTime>
				action_index action				<Action>X</Action>
				float lifetime					<Lifetime></Lifetime>
							</DisableAtTime>
-------------------------------------------------------------------------------------------------------------
11		Die					<Die />
-------------------------------------------------------------------------------------------------------------
12		Set Lifetime				<SetLifetime>
				float time					
							</SetLifetime>
-------------------------------------------------------------------------------------------------------------
13		Enable Emitter				<EmitActivate>
				emitter emitter_num				<Emitter>X</Emitter>
							</EmitActivate>
-------------------------------------------------------------------------------------------------------------
14		Disable Emitter				<EmitDeactivate>
				emitter emitter_num				<Emitter>X</Emitter>
							</EmitDeactivate>
-------------------------------------------------------------------------------------------------------------
15		Emit Particles				<EmitParticles>
				emitter emitter_num				<Emitter>X</Emitter>
				float particles					<Particles>Y</Particles>
							</EmitParticles>
-------------------------------------------------------------------------------------------------------------
16		Change Class				<ChangeClass>
				emitter emitter_num				<Emitter></Emitter>
							</ChangeClass>
-------------------------------------------------------------------------------------------------------------
17		KillLastEmitted				<KillLastEmitted>
				emitter emitter_num				<Emitter></Emitter>
							</KillLastEmitted>
-------------------------------------------------------------------------------------------------------------
18		ExplodeLastEmit				<ExplodeLastEmitted>
				emitter emitter_num				<Emitter></Emitter>
							</ExplodeLastEmitted>
-------------------------------------------------------------------------------------------------------------
19		-
-------------------------------------------------------------------------------------------------------------
20		Start Amb Sound				<AmbientSound>
				string sound					<Sound></Sound>
							</AmbientSound>
-------------------------------------------------------------------------------------------------------------
21		End Amb Sound				<EndAmbientSound />
-------------------------------------------------------------------------------------------------------------
22		-
-------------------------------------------------------------------------------------------------------------
23		Impulse Sound				<ImpulseSound>
				string sound					<Sound></Sound>
							</ImpulseSound>
-------------------------------------------------------------------------------------------------------------
24		-
-------------------------------------------------------------------------------------------------------------
25		-
-------------------------------------------------------------------------------------------------------------
26		Damage Char				<DamageChar>
				float damage 					<Damage></Damage>
				float stun_damage				<StunDamage></StunDamage>
				float knockback					<KnockBack></KnockBack>
				damage_type damage_type				<DamageType></DamageType>
				boolean self_immune				<SelfImmune></SelfImmune>
				boolean can_hit_mult				<CanHitMultiple></CanHitMultiple>
							</DamageChar>
-------------------------------------------------------------------------------------------------------------
27		Blast Damage				<DamageBlast>
				float damage					<Damage></Damage>
				float stun_damage				<StunDamage></StunDamage>
				float knockback					<KnockBack></KnockBack>
				float radius					<Radius></Radius>
				blast_falloff falloff				<FallOff></FallOff>
				damage_type damage_type				<DamageType></DamageType>
				boolean self_immune				<SelfImmune></SelfImmune>
				boolean damage_environ				(Was not listed in extracted file. Missing?)
							</DamageBlast>
-------------------------------------------------------------------------------------------------------------
28		Explode					<Explode />
-------------------------------------------------------------------------------------------------------------
29		Damage Environ.				<DamageEnvironment>
				float damage					<Damage></Damage>
							</DamageEnvironment>
-------------------------------------------------------------------------------------------------------------
30		Glass Charge				<GlassCharge>
				float blast-vel					<BlastVelocity></BlastVelocity>
				float radius					<Radius></Radius>
							</GlassCharge>
-------------------------------------------------------------------------------------------------------------
31		Stop					<Stop />
-------------------------------------------------------------------------------------------------------------
32		-
-------------------------------------------------------------------------------------------------------------
33		Rotate X				<RotateX>
				coord_frame space				<Space></Space>
				float rate					<Rate></Rate>
				boolean rotate_velocity				<RotateVelocity></RotateVelocity>
							</RotateX>
-------------------------------------------------------------------------------------------------------------
34		Rotate Y				<RotateY>
				coord_frame space				<Space></Space>
				float rate					<Rate></Rate>
				boolean rotate_velocity				<RotateVelocity></RotateVelocity>
							</RotateY>
-------------------------------------------------------------------------------------------------------------
35		Rotate Z				<RotateZ>
				coord_frame space				<Space></Space>
				float rate					<Rate></Rate>
				boolean rotate_velocity				<RotateVelocity></RotateVelocity>
							</RotateZ>
-------------------------------------------------------------------------------------------------------------
36		-
-------------------------------------------------------------------------------------------------------------
37		Find Attractor				<FindAttractor>
				float delaytime					<DelayTime></DelayTime>
							</FindAttractor>
-------------------------------------------------------------------------------------------------------------
38		Attract Gravity				<AttractGravity>
				float gravity					<Gravity></Gravity>
				float max_g					<MaxG></MaxG>
				boolean horiz_only				<HorizontalOnly></HorizontalOnly>
							</AttractGravity>
-------------------------------------------------------------------------------------------------------------
39		Attract Homing				<AttractHoming>
				float turn_speed				<TurnSpeed></TurnSpeed>
				boolean predict_pos				<PredictPosition></PredictPosition>
				boolean horiz_only				<HorizontalOnly></HorizontalOnly>
							</AttractHoming>
-------------------------------------------------------------------------------------------------------------
40		Attract Spring				<AttractSpring>
				float accel_rate				<AccelRate></AccelRate>
				float max_accel					<MaxAccel></MaxAccel>
				float desired_dist				<DesiredDistance></DesiredDistance>
							</AttractSpring>
-------------------------------------------------------------------------------------------------------------
47		Apply Velocity				<MoveLine />
-------------------------------------------------------------------------------------------------------------
48		Apply Gravity				<MoveGravity>
				float fraction					<Fraction></Fraction>
							</MoveGravity>
-------------------------------------------------------------------------------------------------------------
49		Spiral					<MoveSpiral>
				float theta					<Theta></Theta>
				float radius					<Radius></Radius>
				float rotate_speed				<RotateSpeed></RotateSpeed>
							</MoveSpiral>
-------------------------------------------------------------------------------------------------------------
50		Air Resistance				<MoveResistance>
				float resistance				<Resistance></Resistance>
				float minimum_vel				<MinimumVelocity></MinimumVelocity>
							<MoveResistance>
-------------------------------------------------------------------------------------------------------------
51		Drift					<MoveDrift>
				float acceleration				<Acceleration></Acceleration>
				float max_speed					<MaxSpeed></MaxSpeed>
				float sideways_decay				<SidewaysDecay></SidewaysDecay>
				float dir_x					<DirX></DirX>
				float dir_y					<DirY></DirY>
				float dir_z					<DirZ></DirZ>
				coord_frame space				<Space></Space>
							</MoveDrift>
-------------------------------------------------------------------------------------------------------------
52		Set Speed				<SetVelocity>
				float speed					<Speed></Speed>
				coord_frame space				<Space></Space>
				boolean no_sideways				<NoSideways></NoSideways>
							</SetVelocity>
-------------------------------------------------------------------------------------------------------------
53		Spiral Tangent				<SpiralTangent>
				float theta					<Theta></Theta>
				float radius					<Radius></Radius>
				float rotate_speed				<Rotate_speed></Rotate_speed>
							</SpiralTangent>
-------------------------------------------------------------------------------------------------------------
54		KillBeyondPoint				<KillBeyondPoint>
				axis direction					<Direction></Direction>
				float value					<Value></Value>
							</KillBeyondPoint>
-------------------------------------------------------------------------------------------------------------
55		Create Effect				<CollisionEffect>
				string classname				<Effect></Effect>
				float wall_offset				<WallOffset></WallOffset>
				collision_orient orientation			<Orientation></Orientation>
				boolean attach					<Attach></Attach>
					                </CollisionEffect>
-------------------------------------------------------------------------------------------------------------
56		Stick To Wall				<SitckToWall />
-------------------------------------------------------------------------------------------------------------
57		Bounce					<Bounce>
				float elastic_direct				<ElasticDirect></ElasticDirect>
				float elastic_glancing				<ElasticGlancing></ElasticGlancing>
							</Bounce>
-------------------------------------------------------------------------------------------------------------
59		Chop Particle				<Chop />
-------------------------------------------------------------------------------------------------------------
60		Impact Effect				<ImpactEffect>
				string impact_type				<ImpactType></ImpactType>
				impact_modifier impact_modifier			<ImpactModifier></ImpactModifier>
							</ImpactEffect>
-------------------------------------------------------------------------------------------------------------
61		-
-------------------------------------------------------------------------------------------------------------
62		Unhide Particle				<Show />
-------------------------------------------------------------------------------------------------------------
63		Hide Particle				<Hide />
-------------------------------------------------------------------------------------------------------------
64		Set TextureTick				<SetTextureTick>
				float tick					<Tick></Tick>
							</SetTextureTick>
-------------------------------------------------------------------------------------------------------------
65		Random TexFrame				<RandomTextureFrame />
-------------------------------------------------------------------------------------------------------------
66 .. 69	-
-------------------------------------------------------------------------------------------------------------
70		Set Variable				<SetVariable>
				float var					<Target></Target>
				float value					<Value></Value>
							</SetVariable>
-------------------------------------------------------------------------------------------------------------
71		Recalculate All				<RecalculateAll />
-------------------------------------------------------------------------------------------------------------
72		Enable Above				<EnableAbove>
				action_index action				<Action></Action>
				float var					
				float threshold					<Threshold></Threshold>
							</EnableAbove>
-------------------------------------------------------------------------------------------------------------
73		Enable Below				<EnableBelow>
				action_index action				<Action></Action>
				float var					
				float threshold					<Threshold></Threshold>
							</EnableBelow>
-------------------------------------------------------------------------------------------------------------
74		Enable Now				<EnableNow>
				action_index action				<Action>X</Action>
							</EnableNow>
-------------------------------------------------------------------------------------------------------------
75		Disable Now				<DisableNow>
				action_index action				<Action>X</Action>
							</DisableNow>
-------------------------------------------------------------------------------------------------------------
76		-
-------------------------------------------------------------------------------------------------------------
77		SuperB Trigger				<SuperBallTrigger>
				emitter emitter_num				<Emitter></Emitter>
				float fuse_time					<FuseTime></FuseTime>
							</SuperBallTrigger>
-------------------------------------------------------------------------------------------------------------
78		BreakableStop				<StopIfBreakable />
-------------------------------------------------------------------------------------------------------------
79		Avoid Walls				<AvoidWalls>
				float axis_x					<AxisX></AxisX>
				float axis_y					<AxisY></AxisY>
				float axis_z					<AxisZ></AxisZ>
				float cur_angle					<CurrentAngle></CurrentAngle>
				float t_until_check				<TimeUntilCheck></TimeUntilCheck>
				float sense_dist				<SenseDistance></SenseDistance>
				float turning_speed				<TurningSpeed></TurningSpeed>
				float turning_decay				<TurningDecay></TurningDecay>
							</AvoidWalls>
-------------------------------------------------------------------------------------------------------------
80		Random Swirl				<RandomSwirl>
				float swirl_angle				<SwirlAngle></SwirlAngle>
				float swirl_baserate				<SwirlBaseRate></SwirlBaseRate>
				float swirl_deltarate				<SwirlDeltaRate></SwirlDeltaRate>
				float swirl_speed				<SwirlSpeed></SwirlSpeed>
							</RandomSwirl>
-------------------------------------------------------------------------------------------------------------
81		Follow Player				<FloatAbovePlayer>
				float height					<Height></Height>
							</FloatAbovePlayer>
-------------------------------------------------------------------------------------------------------------
82		Stop BelowSpeed				<StopIfSlow>
				float speed					<Speed></Speed>
							</StopIfSlow>							
-------------------------------------------------------------------------------------------------------------
83		Super Particle				<SuperParticle>
				float variable					<Variable></Variable>
				float base_value				<VaseValue></VaseValue>
				float delta_value				<DeltaValue></DeltaValue>
				float min_value					<MinValue></MinValue>
				float max_value					<MaxValue></MaxValue>
							</SuperParticle>
-------------------------------------------------------------------------------------------------------------
84		Stop Our Link				<StopLink />
-------------------------------------------------------------------------------------------------------------
85		Check Link				<CheckLink />
-------------------------------------------------------------------------------------------------------------
86		Break Links To				<BreakLink />
-------------------------------------------------------------------------------------------------------------


glass-piercing bullets

In the original game, w1_tap goes through normal glass and loses its dangerousness while a bullet of w8_mbo stays dangerous.

BINA3RAPw1_tap_p01.xml BINA3RAPw8_mbo_p01.xml
           <HitWall>
               <ImpactEffect>
                   <ImpactType>w1_tap</ImpactType>
                   <ImpactModifier>3</ImpactModifier>
               </ImpactEffect>
               <DamageEnvironment>
                   <Damage>13</Damage>
               </DamageEnvironment>
               <Chop />
           </HitWall>
           <HitWall>
               <DamageEnvironment>
                   <Damage>50</Damage>
               </DamageEnvironment>
               <StopIfBreakable />
               <ImpactEffect>
                   <ImpactType>w8_mbo</ImpactType>
                   <ImpactModifier>2</ImpactModifier>
               </ImpactEffect>
               <Die />
           </HitWall>

It turned out that <StopIfBreakable /> is actually doing the opposite, hence it should be called <DontStopIfBreakable />.

It's also important that <DamageEnvironment> is the first tag otherwise the glass won't break.


notes on locklights

       [...]
           <Tint>color</Tint>
       [...]
       <Variables>
           <Color Name="color">0 0 0</Color>
           <Float Name="blend">0</Float>
       </Variables>
       <Emitters />
       <Events>
           <Update>
               <ColorInterpolate>
                   <Target>color</Target>
                   <Color0>255 0 0</Color0>
                   <Color1>0 255 0</Color1>
                   <Amount>blend</Amount>
               </ColorInterpolate>
               <SetVariable>
                   <Target>blend</Target>
                   <Value>0</Value>
               </SetVariable>
               <SetVariable>
                   <Target>blend</Target>
                   <Value>1</Value>
               </SetVariable>
           </Update>
           <Start>
               <DisableNow>
                   <Action>1</Action>
               </DisableNow>
                <EnableNow>
                   <Action>2</Action>
               </EnableNow>
           </Start>
           <Stop>
               <DisableNow>
                   <Action>2</Action>
               </DisableNow>
               <EnableNow>
                   <Action>1</Action>
               </EnableNow>
           </Stop>
       </Events>

Locklights are particle which indicate whether a door is locked or not.


They are presented in ONLV (ENVP section) with different names but are all called from "BINA3RAPlocklight.xml" and "BINA3RAPlocklight2.xml".


The locklight becomes created on level start.


The Update event has three action: first one has ID 0, second has ID 1, and third action has ID 2.


<Target>color</Target> serves as output and is used by the <tint> tag.

The BINA3RAPlocklight.xml original file doesn't allow new events because of its buggy behavior. Gumby solved the problem by putting the "SetVariable" code into the start and stop event. During a final test additional code showed accidentally that particles identifies doors as characters. A small vid can be seen here.


how to set up decorative decals

What are decals?

Decals are images glued onto a wall or ground.
They are used for additional level design and to show weapon damage on surroundings.
The following steps will show you how to set up a piece of design (poster/warning sign/whatever) into a level.


step 1 - extending the particle collection

The maximal tolerance distance counts 10 units. Let's say the ground height (y) is 45 and the particle is spawned at 55 then this is the maximal tolerance; 56 wouldn't work.
"chr_debug_characters = 1" helps you. But note that the y value is not the head's or pelvis' height, it is at the deepest point of your feet.
  • <Rotation> .. see "decal facing"
  • <Class> .. this is your particle file
  • <Tag> .. optional; used when you want to activate or deactivate decals or other particle via BSL
  • <Flags> .. "not initially created" flag (2) or nothing (1; 4; 8)
  • <XScale> .. Scaling of decal's X dimension on individual level (you can use the 3RAP's own scaling (<Scale>) for accumulative scaling (this would affect all decals in the collection))
       <Object Id="11291" Type="PART">
           <Header>
               <Flags>0</Flags>
               <Position>-988 65 1521</Position>
               <Rotation>270 180 0</Rotation>
           </Header>
           <OSD>
               <Class>decal_particle_name</Class>
               <Tag>decal_BSL_name</Tag>
               <Flags>8</Flags>
               <Decal>
                   <XScale>20</XScale>
                   <YScale>20</YScale>
               </Decal>
           </OSD>
       </Object>


decal facing

Place yourself towards the point where you want to have the decal, face it. It's important that your body stands accurate, not your head. Then type "chr_debug_characters = 1" into the developer console and you will know the facing. Write it down, compare with the right table and chose your xyz rotation.
PS: In matter of spawning/displaing, the exact rotation is not needed. Oni has a 66 degree tolerance.
PPS: <DecalWrapAngle> (in BINA3RAP file) is usually set to 60. For hard edges you might want to increase the value.

DecalWrapAngle_TN.jpg

Test for a "hard edge".

wall decals

                     x     y     z
facing   0 degree: 270 |   0 |   0
facing  90 degree: 270 |  90 |   0
facing 180 degree: 270 | 180 |   0
facing 270 degree: 270 | 270 |   0

ground decals

                     x     y     z
facing   0 degree:   0 |   0 |   0
facing  90 degree:   0 |  90 |   0
facing 180 degree:   0 | 180 |   0
facing 270 degree:   0 | 270 |   0


step 2 - creating BINA3RAP file

  • file name in this example: "BINA3RAPdecal_particle_name.xml"
  • <Version> .. has to be the same version as your own onisplit, change it if necessary
  • <CollideWithChars> .. is ignored by decals
  • <HasDecalState>true .. is needed
  • <DisplayType>Decal .. is needed
  • <TexGeom> .. links to TXMP file
  • <Alpha> .. alpha level is ignored when TXMP has adaptiveAlpha flag
  • <Tint> .. is ignored by decals
<?xml version="1.0" encoding="utf-8"?>
<Oni Version="0.9.41.0">
   <Particle Name="decal_particle_name">
       <Options>
           <Lifetime>0</Lifetime>
           <DisableDetailLevel>Never</DisableDetailLevel>
           <Decorative>true</Decorative>
           <CollideWithWalls>false</CollideWithWalls>
           <CollideWithChars>false</CollideWithChars>
           <InitiallyHidden>false</InitiallyHidden>
           <DrawAsSky>false</DrawAsSky>
           <DontAttractThroughWalls>false</DontAttractThroughWalls>
           <ExpireOnCutscene>false</ExpireOnCutscene>
           <DieOnCutscene>false</DieOnCutscene>
           <LockPositionToLink>false</LockPositionToLink>
           <CollisionRadius>0</CollisionRadius>
           <AIDodgeRadius>0</AIDodgeRadius>
           <AIAlertRadius>0</AIAlertRadius>
           <FlyBySoundName />
       </Options>
       <Properties>
           <HasVelocity>false</HasVelocity>
           <HasOrientation>false</HasOrientation>
           <HasPositionOffset>false</HasPositionOffset>
           <HasAttachmentMatrix>false</HasAttachmentMatrix>
           <HasUnknown>false</HasUnknown>
           <HasDecalState>true</HasDecalState>
           <HasTextureStartTick>false</HasTextureStartTick>
           <HasTextureTick>false</HasTextureTick>
           <HasDamageOwner>false</HasDamageOwner>
           <HasContrailData>false</HasContrailData>
           <HasLensFlareState>false</HasLensFlareState>
           <HasAttractor>false</HasAttractor>
           <HasCollisionCache>false</HasCollisionCache>
       </Properties>
       <Appearance>
           <DisplayType>Decal</DisplayType>
           <TexGeom>animated_texture</TexGeom>
           <Invisible>false</Invisible>
           <IsContrailEmitter>false</IsContrailEmitter>
           <ScaleToVelocity>false</ScaleToVelocity>
           <Scale>1</Scale>
           <UseSeparateYScale>false</UseSeparateYScale>
           <YScale>1</YScale>
           <Rotation>0</Rotation>
           <Alpha>1</Alpha>
           <XOffset>0</XOffset>
           <XShorten>0</XShorten>
           <UseSpecialTint>false</UseSpecialTint>
           <Tint>255 255 255</Tint>
           <FadeOutOnEdge>false</FadeOutOnEdge>
           <OneSidedEdgeFade>false</OneSidedEdgeFade>
           <EdgeFadeMin>0</EdgeFadeMin>
           <EdgeFadeMax>0.5</EdgeFadeMax>
           <MaxContrailDistance>0</MaxContrailDistance>
           <LensFlare>false</LensFlare>
           <LensFlareDistance>0</LensFlareDistance>
           <LensFlareFadeInFrames>0</LensFlareFadeInFrames>
           <LensFlareFadeOutFrames>0</LensFlareFadeOutFrames>
           <DecalFullBrightness>false</DecalFullBrightness>
           <MaxDecals>100</MaxDecals>
           <DecalFadeFrames>60</DecalFadeFrames>
           <DecalWrapAngle>60</DecalWrapAngle>
       </Appearance>
       <Attractor>
           <Target>None</Target>
           <Selector>Distance</Selector>
           <Class />
           <MaxDistance>150</MaxDistance>
           <MaxAngle>30</MaxAngle>
           <AngleSelectMin>3</AngleSelectMin>
           <AngleSelectMax>20</AngleSelectMax>
           <AngleSelectWeight>3</AngleSelectWeight>
       </Attractor>
       <Variables />
       <Emitters />
       <Events />
   </Particle>
</Oni>


step 3 - creating TXMP file

  • file name in this example: "TXMPanimated_texture.xml"
Of cause the particle file doesn't has to contain an animated image. It's just meant to remind you that this possibility exist.
  • <Version> .. has to be the same version as your own onisplit, change it if necessary

animated_decal.jpg

<?xml version="1.0" encoding="utf-8"?>
<Oni Version="0.9.41.0">
   <Texture>
       <Flags>HasMipMaps  AnimUseLocalTime  AnimBackToBack  AdditiveBlend</Flags>
       <Format>RGB555</Format>
       <Speed>4</Speed>
       <Image>TXMPanimated_tex_part_000.tga</Image>
       <Image>TXMPanimated_tex_part_001.tga</Image>
       <Image>TXMPanimated_tex_part_002.tga</Image>
       <Image>TXMPanimated_tex_part_003.tga</Image>
       <Image>TXMPanimated_tex_part_004.tga</Image>
       <Image>TXMPanimated_tex_part_005.tga</Image>
       <Image>TXMPanimated_tex_part_006.tga</Image>
       <Image>TXMPanimated_tex_part_007.tga</Image>
       <Image>TXMPanimated_tex_part_008.tga</Image>
       <Image>TXMPanimated_tex_part_009.tga</Image>
       <Image>TXMPanimated_tex_part_010.tga</Image>
   </Texture>
</Oni>


step 4 - show or hide decals via BSL

fork respawnable_decals in your main function

var bool first = 1;

func respawnable_decals
{
	chr_debug_characters = 1
	dmsg "( punch to hide a few decals now )"
	### decal is already presented so we begin with stop function
	fork kill_decal
}

func kill_decal
{
	sleep 30
	chr_wait_animtype 0 punch
	dmsg "( punch detected; [r.deactivating decals now] )"
	### has effect at all particle with chosen tag
	### in the vid, obviously the two decals use the same tag
	particle decal_BSL_name kill
	if (first eq 1)
	{
		dmsg "( kick to show a few decals now )"
		first = 0;
		sleep 60
	}
	fork create_decal
}

func create_decal
{
	sleep 30
	chr_wait_animtype 0 kick
	dmsg "( kick detected; [b.activating decals now] )"
	particle decal_BSL_name create
	fork kill_decal
}


how to set up decorative character items

Based on geyser's "silly world" experiment.

Marks, bags, goggles, decorative LSI, flash lights and other equipment could individualize characters by using a (BSL-triggered) particle workaround.


step 1: ONCC modifications

First we need to create a connection to the character. For this, we use the Daodan particle system to some degree.

<HasDaodanPowers>1</HasDaodanPowers>

Now it's enabled for this character. Next we register our item (hold by particle) in the ONCP section.

<ONCPParticle>
  <Name>super_shades</Name>
  <Type>silly_shades</Type>
  <BodyPart>10</BodyPart>
</ONCPParticle>

<Name> As long as super stands at beginning, the further naming is unimportant.
<Type> This is a link to the particle file.
<BodyPart> This is the body part where the particle is attached to. Position fine tuning can be done in M3GM's PNTA section, <Positions>.


step 2: creating the item files

  • BINA3RAPsilly_glasses.xml
Needed modifications:
<Lifetime>0</Lifetime>

<HasAttachmentMatrix>true</HasAttachmentMatrix>

<DisplayType>Geometry</DisplayType>

<TexGeom>silly_shades</TexGeom>

<Events>
 <Start>
  <Show />
 </Start>
 <Stop>
  <Hide />
 </Stop>
</Events>
  • M3GMsilly_shades.xml
<Texture>TXMPsilly_shades_tex</Texture>
  • TXMPsilly_shades_tex.xml


step 3: preparing the BSL stuff

  • BINACJBOCharacter.xml

<Spawn>silly_setup</Spawn>

  • shpadoinkle.bsl
#character spawn function
func silly_setup(string name) {
	chr_lock_active(name)
	chr_super(name, 1)
	sleep 2
	chr_super(name, 0)
}

silly_shades_TN.png
Karen: "Ready for Matrix. HAR-HAR"

silly_setup will be triggered every time a character is spawned with this link in BINACJBOCharacter.xml
Only AI would need chr_lock_active.
chr_super becomes disabled again to prevent other Daodan effects (in case our character would had a chenille or other visuals). We don't have to worry about the item, its live time was set to 0 (infinity). (chr_super 0 only hides the particle, it doesn't kill it.)
func main {
	# [...]
	p3_callevent silly_glasses 2
	# [...]
}

2 corresponds to <Start> tag and 3 corresponds to <Stop> tag in BINA3RAPsilly_shades.xml This can switch on and off the item. Other effects could be triggered by the free remaining numbers. A collection of events and their numbers can be seen HERE.

extra demo

For all Gundam Seed fans out there: Phase Shift shades. ^_^ Nah, the texture of such object cannot become replaced by another. But by using three different shades, we can create this illusion. There are blue shades. A pair that uses an animated texture. And a red pair. The animated pair is only temporary used. Here's a vid.

func spawn_karen {
	chr_super karen 1
	### all three shades particle created
	sleep 2
	### now but we need to hide them
	chr_super karen 0
	### show only blue shades for the start
	p3_callevent shades_blue 2
}

func phase_shift_shades {
	p3_callevent shades_blue 3
	p3_callevent shades_blue_red 2
	sleep 20
	p3_callevent shades_blue_red 3
	p3_callevent shades_red 2
}