XML:BINA/OBJC/DOOR: Difference between revisions

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< XML:BINA‎ | OBJC
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m (Iritscen moved page OBD talk:BINA/OBJC/DOOR to XML:BINA/OBJC/DOOR without leaving a redirect)
(+ temp + cat)
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=[[OBD:BINA/OBJC/DOOR|BINA/OBJC/DOOR]]: doors=
{{XML_OBJC_Header | type=DOOR | prev=CMBT | next=FLAG | name=Door spawn collection }}


{{Template:XMLModdingHints}}
__TOC__
{| border=0 cellspacing=20 cellpadding=0 align=center
| The xml code on this page is based on onisplit '''v0.9.61.0'''
|}


'''general information'''
 
===general information===
* The xml code on this page is based on onisplit '''v0.9.61.0'''
* '''BINACJBODOOR.oni''' is level specific. (It can be found in edition/GameDataFolder/level''XX''_... )
* '''BINACJBODOOR.oni''' is level specific. (It can be found in edition/GameDataFolder/level''XX''_... )
* All original doors and their locklights can be seen [http://ssg.oni2.net/subfold/doors/doors.htm HERE.]
* All original doors and their locklights can be seen [http://ssg.oni2.net/subfold/doors/doors.htm HERE.]




'''XML structure'''
===file structure===
  <?xml version="1.0" encoding="utf-8"?>
  <?xml version="1.0" encoding="utf-8"?>
  <Oni>
  <Oni>
Line 45: Line 44:
         '''<font color="#0A0"></DOOR></font>'''
         '''<font color="#0A0"></DOOR></font>'''


'''script function example'''
===script function example===
  ### in BSL file
  ### in BSL file
  func door_test
  func door_test
Line 54: Line 53:
  }
  }


'''tags'''
===tags===
: <Class> name of DOOR file
: <Class> name of [[XML:DOOR|DOOR]] class file
: <Texture1> can be used to replace the texture of DOOR's embedded M3GM
: <Texture1> can be used to replace the texture of DOOR's embedded M3GM


 
===OSD flags===
'''OSD flags'''
  None
  None
  InitialLocked
  InitialLocked
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  InitialOpen
  InitialOpen


 
===events===
'''events'''
  <Script Function="''calling_this_BSL_function''" />
  <Script Function="''calling_this_BSL_function''" />
  <ActivateTurret TargetId="''Id''" />
  <ActivateTurret TargetId="''Id''" />
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  <LockDoor TargetId="''Id''" />
  <LockDoor TargetId="''Id''" />
  <UnlockDoor TargetId="''Id''" />
  <UnlockDoor TargetId="''Id''" />
{{XML}}

Revision as of 14:08, 9 November 2012

DOOR : Door 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

CMBT << Other OBJC >> FLAG

switch to OBD page


general information

  • The xml code on this page is based on onisplit v0.9.61.0
  • BINACJBODOOR.oni is level specific. (It can be found in edition/GameDataFolder/levelXX_... )
  • All original doors and their locklights can be seen HERE.


file structure

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


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

example

       <DOOR Id="7233">
           <Header>
               <Flags>Gunk</Flags>
               <Position>-652 0 -753</Position>
               <Rotation>0 0 0</Rotation>
           </Header>
           <OSD>
               <Class>wh_door1dbl</Class>
               <DoorId>1</DoorId>
               <KeyId>0</KeyId>
               <Flags>InitialLocked InDoorFrame DoubleDoor</Flags>
               <Center>-652 16.5 -753</Center>
               <SquaredActivationRadius>900</SquaredActivationRadius>
               <Texture1></Texture1>
               <Texture2></Texture2>
               <Events>
                   <ActivateTurret TargetId="1" />
                   <Script Function="door_test" />
               </Events>
           </OSD>
       </DOOR>

script function example

### in BSL file
func door_test
{
	dmsg "[r.door test]"
	dmsg "target turret is set active and BSL function is triggered"
	dmsg "by any character which comes into specified radius"
}

tags

<Class> name of DOOR class file
<Texture1> can be used to replace the texture of DOOR's embedded M3GM

OSD flags

None
InitialLocked
InDoorFrame
Manual
DoubleDoor
Mirror
OneWay
Reverse
Jammed
InitialOpen

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" />