XML:BINA/OBJC/CHAR: Difference between revisions

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m (no need to mention AE here, is there?)
m (on further thought, we should be consistent in directing modders to the AE .dats)
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'''general information'''
'''general information'''
* The xml code on this page is based on onisplit '''v0.9.61.0'''
* The xml code on this page is based on onisplit '''v0.9.61.0'''
* '''BINACJBOCharacter.oni''' is level specific. (It can be found in GameDataFolder/level''XX''_Final.dat)
* '''BINACJBOCharacter.oni''' is level specific. (It can be found in AE/AEInstaller/vanilla/level'''X'''_Final.dat)
* An alternative is [[XML:AISA|AISA]].
* An alternative is [[XML:AISA|AISA]].
* All original characters can be seen [http://ssg.oni2.net/subfold/charas/charas.htm HERE.] (The lists include used ONCC, character's BSL name, health, team and BSL function.)
* All original characters can be seen [http://ssg.oni2.net/subfold/charas/charas.htm HERE.] (The lists include used ONCC, character's BSL name, health, team and BSL function.)

Revision as of 14:13, 18 April 2013

CHAR : Character
XML modding tips
  • See HERE to start learning about XML modding.
  • See HERE if you are searching for information on how to handle object coordinates.
  • See HERE for some typical modding errors and their causes.
XML.png
XML

AKEV << Other file types >> CONS

TMBD << Other BINA >> ONIE

WEAP << Other OBJC >> CMBT

switch to OBD page

general information

  • The xml code on this page is based on onisplit v0.9.61.0
  • BINACJBOCharacter.oni is level specific. (It can be found in AE/AEInstaller/vanilla/levelX_Final.dat)
  • An alternative is AISA.
  • 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>
   <Objects>
       [...]
   </Objects>
</Oni>

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

example

       <CHAR Id="3860">
           <Header>
               <Flags></Flags>
               <Position>-543.22 159 -630.0954</Position>
               <Rotation>0 180 0</Rotation>
           </Header>
           <OSD>
               <Flags>NotInitiallyPresent</Flags>
               <Class>konoko_generic</Class>
               <Name>konoko</Name>
               <Weapon>w1_tap</Weapon>
               <Scripts>
                   <Spawn></Spawn>
                   <Die>you_lose</Die>
                   <Combat></Combat>
                   <Alarm></Alarm>
                   <Hurt></Hurt>
                   <Defeated></Defeated>
                   <OutOfAmmo></OutOfAmmo>
                   <NoPath></NoPath>
               </Scripts>
               <AdditionalHealth>0</AdditionalHealth>
               <Job>
                   <Type>None</Type>
                   <PatrolPathId>0</PatrolPathId>
               </Job>
               <Behaviors>
                   <CombatId>0</CombatId>
                   <MeleeId>0</MeleeId>
                   <NeutralId>0</NeutralId>
               </Behaviors>
               <Inventory>
                   <Ammo>
                       <Use>3</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>Konoko</Team>
               <AmmoPercentage>100</AmmoPercentage>
               <Alert>
                   <Initial>Lull</Initial>
                   <Minimal>Lull</Minimal>
                   <JobStart>Low</JobStart>
                   <Investigate>Medium</Investigate>
               </Alert>
               <AlarmGroups>0</AlarmGroups>
               <Pursuit>
                   <StrongUnseen>Look</StrongUnseen>
                   <WeakUnseen>Forget</WeakUnseen>
                   <StrongSeen>Look</StrongSeen>
                   <WeakSeen>Look</WeakSeen>
                   <Lost>ReturnToJob</Lost>
               </Pursuit>
           </OSD>
       </CHAR>


XML tag content type description
<?xml version="1.0" encoding="utf-8"?> float, flag There's no reason to change this.
<Oni> -
<Objects> -
<CHAR Id="3860"> integer Id doesn't matter. -- For level import use <CHAR>.
<Header> -
<Flags> - unknown; usually empty
<Position> float x3 character is spawned at this xyz-position
<Rotation> float x3 character is spawned with this xyz-rotation, only y is useful
<OSD> -
<Flags> flag determines some special properties
IsPlayer (1) (if you have two of them then delete one and spawn the other one at same time, if not made simultaneously camera glitch can appear)
RandomCostume (2) (flag belongs to ONCV)
NotInitiallyPresent (4)
NonCombatant (8)
CanSpawnMultiple (16) (needs WasSpawned)
WasSpawned (32) (...)
Unkillable (64) (character won't loss more life points if it reaches 1, same as BSL command "chr_unkillable")
InfiniteAmmo (128) (Raiden: "You got enough ?" Snake points to his head. "Infinite ammo...")
Omniscient (256) (useless?; tested ideas: doesn't unlock moves for player)
HasLSI (512) (this character drops an level specific item like truck keys in level 19)
Boss (1024) (used for boss mode fights. makes the AI ignore this character unless there is nobody else around)
UpgradeDifficulty (2048) (spawns a stronger enemy if you play on medium or hard)
NoAutoDrop (4096) (doesn't drop "used" shield, "used" invisibility and LSI when killed)

After onisplit v0.9.54.0, merged integer flags can appear.

Let's say you encounter a 6180, then it's actually 4096 + 2048 + 32 + 4.

<Class> char[64] ONCC file name without file pre- and suffix. Character can change appearance with "chr_set_class".
<Name> char[32] used by BSL commands
<Weapon> char[64] ONWC file name without file pre- and suffix. The character is spawned with that weapon.

Original weapon classes:

w1_tap (TCTF pistol)
w2_sap (Syndicate uzi)
w3_phr (plasma rifle)
w4_psm (phase stream projector)
w5_sbg (super ball gun)
w6_vdg (shocker)
w7_scc (scram cannon (mini-rockets))
w8_mbo (mercury bow)
w9_scr (screamer gun)
w10_sni (Mukade's firework)
w11_ba1 (Barabas' gun)
w12_ba2 (-)
<Scripts> string BSL 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> integer 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> flag
None
Idle
Guard (never used in Oni)
Patrol
Teambattle (never used in Oni)
Combat (not tested)
Melee (not tested)
Alarm (not tested)
Neutral (not tested)
Panic (not tested)
<PatrolPathId> integer
<Behaviors> - specified by IDs linking to melee, combat and neutral profile collection file
<CombatId> flag
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> flag here are all melee IDs sorted by ID
<NeutralId> flag ... (no overview so far)
<Inventory> -
<Ammo> integer
<Use> (Player becomes spawned with ammo clips, here you set the amount.)
<Drop> (AI drop these items when defeated.)
<EnergyCell> integer
<Use>
<Drop>
<Hypo> integer
<Use>
<Drop> (AI cannot use hypos.)
<Shield> integer
<Use>
<Drop>
<Invisibility> integer
<Use>
<Drop>
<Team> flag
Konoko
TCTF
Syndicate
Neutral
SecurityGuard
RogueKonoko
Switzlerland (is melee-immune)
SyndicateAccessory
<AmmoPercentage> integer ammo in weapon, percent value: 0 - 100, overload not tested
<Alert> - HERE you get some helpful information on how to use "Alert" and "Pursuit".
Lull
Low
Medium
High
Combat
<Initial> flag initial alert level, see <Alert> for all flags
<Minimal> flag minimal alert level, see <Alert> for all flags
<JobStarting> flag alert level when starting a job, see <Alert> for all flags
<Investigating> flag alert level when investigating, see <Alert> for all flags
<AlarmGroups> integer It's a bitset32 converted to int32. If Ns bit = TRUE then a bot gets highest alert level by a console command ai2_tripalarm(N)
<AlarmGroups>VAR</AlarmGroups>
VAR = 2^N1 + 2^N2 + 2^N3 etc.
<Pursuit> -
None
Forget
GoTo
Wait
Look
Move
Hunt
Glanc
<StrongUnseen> flag usually Look, see <Pursuit> for all flags
<WeakUnseen> flag usually Forget, see <Pursuit> for all flags
<StrongSeen> flag usually Look, see <Pursuit> for all flags
<WeakSeen> flag usually Look, see <Pursuit> for all flags
<Lost> flag usually ReturnToJob
ReturnToJob
KeepLooking
FindAlarm