XML:BINA/OBJC/CONS: Difference between revisions

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m (Iritscen moved page OBD talk:BINA/OBJC/CONS to XML:BINA/OBJC/CONS without leaving a redirect)
(+ temp + cat)
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=[[OBD:BINA/OBJC/CONS|BINA/OBCJ/CONS]]: consols=
{{XML_OBJC_Header | type=CONS | prev=CHAR | next=CMBT | name=Console spawn collection }}


{{Template:XMLModdingHints}}
===general information===
{| border=0 cellspacing=20 cellpadding=0 align=center
* 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'''
|}
 
'''general information'''
* Y value of "chr_debug_characters = 1" doesn't need to be changed.
* Y value of "chr_debug_characters = 1" doesn't need to be changed.
* Facing (Y rotation) needs to be changed by 180 degrees.
* Facing (Y rotation) needs to be changed by 180 degrees.
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'''XML structure'''
===file structure===
  <?xml version="1.0" encoding="utf-8"?>
  <?xml version="1.0" encoding="utf-8"?>
  <Oni>
  <Oni>
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'''example'''
'''example'''
{| border=0 cellspacing=20 cellpadding=0 align=right
{| border=0 cellspacing=20 cellpadding=0 style="float:right"
|
|
[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/console.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/console_preview.png]
[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/console.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/console_preview.png]
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'''tags'''
===tags===
* <Flags> :
* <Flags> :
: Locked (means what in this case?) (hex: 1)
: Locked (means what in this case?) (hex: 1)
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: <UnlockDoor TargetId="''Id''" />
: <UnlockDoor TargetId="''Id''" />
: (You can use multiple events.)
: (You can use multiple events.)
{{XML}}

Revision as of 14:03, 9 November 2012

CONS : Console spawn collection
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

CHAR << Other OBJC >> CMBT

switch to OBD page

general information

  • The xml code on this page is based on onisplit v0.9.61.0
  • Y value of "chr_debug_characters = 1" doesn't need to be changed.
  • Facing (Y rotation) needs to be changed by 180 degrees.
  • This console spawning doesn't include console geometry, see screenshot.
  • BINACJBOConsole.oni is level specific. (It can be found in edition/GameDataFolder/levelXX_... )
  • All consoles can be seen HERE.
  • Activation tolerances - player must fullfill following requirements before he can use the console:
    • a distance of 10 or less (world units)
    • a distance of -2 or less (e.g. you can't activate console while standing inside or behind it)
    • a facing of 1,22173 radians (ca. 70°) or less
    • a sideways distance of 8 or less
    • a height of 8 or less (pelvis height - console height)


file structure

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

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


example

console_preview.png

       <CONS Id="8179">
           <Header>
               <Flags>Locked Gunk</Flags>
               <Position>-1354.927 45 860.053</Position>
               <Rotation>180.000015 0 180.000015</Rotation>
           </Header>
           <OSD>
               <Class>console0</Class>
               <ConsoleId>2</ConsoleId>
               <Flags>Active</Flags>
               <InactiveTexture>_con_INACTIVE</InactiveTexture>
               <ActiveTexture>_con_MTCOM_DISH</ActiveTexture>
               <TriggeredTexture>_con_MTC_DISHFLASH</TriggeredTexture>
               <Events>
                   <Script Function="fconsole_ok" />
               </Events>
           </OSD>
       </CONS>


tags

  • <Flags> :
Locked (means what in this case?) (hex: 1)
Gunk (means what?) (hex: 8)
  • <Position> : (console is spawned at this xyz-position)
  • <Rotation> : (console is spawned with this xyz-rotation (in degrees))
  • <Class>: console0 / console_alarm / console_data / ?
  • <ConsoleId> : (used by BSL commands like "console_deactivate ID")
  • <Flags> :
HEX=Dec/Flag
00 = (empty)(not active)
01 = 1 (unknown)
02 = 2 (unknown)
04 = 4 (unknown)
08 = InitialActive
09 = 9 (*)
10 = 16 (unknown)
20 = Punch (KONOKOconsole_punch.TRAM .. WTF O_o Seems to be a KONCOMcomb_p copy but slightly slower; I think it was used in a beta to crash the console via character-environment collision, shall we try to get it back?)
28 = InitialActive Punch
40 = IsAlarm
80 = 128 (unknown)
C0 = 192 (*)
EE = 238 (*)
* not tested, might screw everything, was only set to test the XML export
Multiple flags:
known flag and unknown flag are extracted as decimal number added together (see 9)
known flags are extracted as readable flags, separated by a space sign (see 28)
  • <InactiveTexture> : _con_ALARM_SLEEP / _con_USED / _con_used / _con_INACTIVE / (etc.)
  • <ActiveTexture> : _con_ALARM_SLEEP / _con_INFO / _con_MTC_2 / _con_mtc_stairs / _con_MTCOM_DISH / _con_MTCOM_DISH / (etc.)
  • <TriggeredTexture> : _con_ALARM_ON / _con_USED / _con_used / _con_MTC_DISHFLASH / (etc.) (custom textures should be possible)
  • <Events>
<Script Function="calling_this_BSL_function" />
<ActivateTurret TargetId="Id" />
<DeactivateTurret TargetId="Id" />
<ActivateConsole TargetId="Id" />
<DeactivateConsole TargetId="Id" />
<ActivateAlarm TargetId="Id" />
<DeactivateAlaram TargetId="Id" />
<ActivateTrigger TargetId="Id" />
<DeactivateTrigger TargetId="Id" />
<LockDoor TargetId="Id" />
<UnlockDoor TargetId="Id" />
(You can use multiple events.)