Difference between revisions of "XML:BINA/OBJC/DOOR"
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Paradox-01 (talk | contribs) m (never noticed that ssg even listed the locklights) |
Script 10k (talk | contribs) m (Use capitalized file name for console's TXMP names) |
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− | = | + | {{XML_OBJC_Header | type=DOOR | prev=CMBT | next=FLAG | name=Door spawn list }} |
− | |||
− | |||
− | |||
− | |||
+ | __TOC__ | ||
− | ''' | + | |
+ | ===general information=== | ||
+ | * The xml code on this page was tested with onisplit version 0.9.61.0 and 0.9.82.0 | ||
+ | * '''BINACJBODOOR.oni''' is level specific. (It can be found in AE/AEInstaller/vanilla/level'''X'''_Final.dat) | ||
+ | * All original doors and their locklights can be seen [http://ssg.oni2.net/subfold/doors/doors.htm HERE.] | ||
+ | |||
+ | |||
+ | ===file structure=== | ||
<?xml version="1.0" encoding="utf-8"?> | <?xml version="1.0" encoding="utf-8"?> | ||
− | <Oni | + | <Oni> |
− | + | <Objects> | |
'''''[...]''''' | '''''[...]''''' | ||
− | </ | + | </Objects> |
</Oni> | </Oni> | ||
− | '''''[...]''''' means at least one door. Paste all door data into there (this includes '''<font color="#0A0">< | + | '''''[...]''''' means at least one door. Paste all door data into there (this includes '''<font color="#0A0"><DOOR Id="..."></font>''' and '''<font color="#0A0"></DOOR></font>''' tag). |
'''example''' | '''example''' | ||
− | < | + | '''<font color="#0A0"><DOOR Id="7233"></font>''' |
<Header> | <Header> | ||
− | <Flags> | + | <Flags>Gunk</Flags> |
− | <Position>- | + | <Position>-652 0 -753</Position> |
<Rotation>0 0 0</Rotation> | <Rotation>0 0 0</Rotation> | ||
</Header> | </Header> | ||
<OSD> | <OSD> | ||
− | <Class> | + | <Class>wh_door1dbl</Class> |
− | <DoorId> | + | <DoorId>1</DoorId> |
<KeyId>0</KeyId> | <KeyId>0</KeyId> | ||
− | <Flags> | + | <Flags>InitialLocked InDoorFrame DoubleDoor</Flags> |
− | <nowiki><Center>- | + | <nowiki><Center>-652 16.5 -753</Center></nowiki> |
<SquaredActivationRadius>900</SquaredActivationRadius> | <SquaredActivationRadius>900</SquaredActivationRadius> | ||
<Texture1></Texture1> | <Texture1></Texture1> | ||
Line 35: | Line 39: | ||
<Events> | <Events> | ||
<ActivateTurret TargetId="1" /> | <ActivateTurret TargetId="1" /> | ||
− | |||
</Events> | </Events> | ||
</OSD> | </OSD> | ||
− | </ | + | '''<font color="#0A0"></DOOR></font>''' |
− | + | ===tags=== | |
− | func | + | {| class="wikitable" width=100% |
+ | !width=280px| tag | ||
+ | !width=60px| type | ||
+ | ! description | ||
+ | |- | ||
+ | | <?xml version="1.0" encoding="utf-8"?> | ||
+ | | float, flag | ||
+ | | Don't change this. | ||
+ | |- | ||
+ | | <Oni> | ||
+ | | - | ||
+ | | | ||
+ | |- | ||
+ | | <Objects> | ||
+ | | - | ||
+ | | | ||
+ | |- | ||
+ | | <DOOR Id="..."> | ||
+ | | int32 | ||
+ | | Use any number. No need to be unique. -- For level import use <Door>. | ||
+ | |- | ||
+ | | <Header> | ||
+ | | - | ||
+ | | | ||
+ | |- | ||
+ | | <Flags> | ||
+ | | flag | ||
+ | | Object flags. Used in the past, ignore them. -- Optional tag for level import. | ||
+ | |- | ||
+ | | <Position> | ||
+ | | float x3 | ||
+ | | X Y Z position. For original doors use Y=0 if ground plane is 0. -- Optional tag for level import but should be used in any case. | ||
+ | |- | ||
+ | | <Rotation> | ||
+ | | float x3 | ||
+ | | X Y Z rotation. chr_debug_characters = 1 shows the player's facing which can be used for door's Y value. X and Z should be 0. -- Optional tag for level import. | ||
+ | |- | ||
+ | | <OSD> | ||
+ | | - | ||
+ | | | ||
+ | |- | ||
+ | |valign="top"| <Class> | ||
+ | |valign="top"| char[63] | ||
+ | | <font color="#777777">DOOR</font>file<font color="#777777">.oni</font> <font color="#777777">(don't use file prefix/suffix)</font> For level import use absolute or relative file path, e.g. ''doors/TCdouble.oni'' | ||
+ | |- | ||
+ | | <DoorId> | ||
+ | | int16 | ||
+ | | Can be used with [http://ssg.oni2.net/commands.htm#door BSL commands]. -- Optional tag for level import but should be used in any case. | ||
+ | |- | ||
+ | | <KeyId> | ||
+ | | int16 | ||
+ | | Ignore it. -- Optional tag for level import. | ||
+ | |- | ||
+ | |valign="top"| <Flags> | ||
+ | |valign="top"| flag | ||
+ | | Optional tag for level import. | ||
+ | : None | ||
+ | : InitialLocked | ||
+ | :: door is initially locked (at level load or after calling reset_mechanics) | ||
+ | : InDoorFrame | ||
+ | :: ? (no visible effect) | ||
+ | : Manual | ||
+ | :: require player to press '''action''' to open door | ||
+ | : DoubleDoor | ||
+ | :: a door with two parts | ||
+ | : Mirror | ||
+ | :: mirrors door along its Z axis | ||
+ | : OneWay | ||
+ | :: one side locked, other side unlocked | ||
+ | : Reverse | ||
+ | :: one side unlocked, other side locked | ||
+ | : Jammed | ||
+ | :: freeze door (can't open/close) | ||
+ | : InitialOpen | ||
+ | |- | ||
+ | |valign="top"| <nowiki><Center></nowiki> | ||
+ | |valign="top"| float x3 | ||
+ | | X Y Z. <nowiki><Center></nowiki> Y is usually 15 units above door's <Position> Y. -- Optional tag for level import but should be used in any case. | ||
+ | |- | ||
+ | |valign="top"| <SquaredActivationRadius> | ||
+ | |valign="top"| float | ||
+ | | Optional tag for level import; default value is 900. | ||
+ | |- | ||
+ | |valign="top"| <Texture1> | ||
+ | |valign="top"| char[63] | ||
+ | | <font color="#777777">TXMP</font>file<font color="#777777">.oni</font> <font color="#777777">(don't use file prefix/suffix)</font> Used to replaces the doors default texture coming with the M3GM. -- Optional tag for level import. | ||
+ | '''Use capitalized file name for this TXMP.''' | ||
+ | |- | ||
+ | | <Texture2> | ||
+ | | char[63] | ||
+ | | <font color="#777777">TXMP</font>file<font color="#777777">.oni</font> <font color="#777777">(don't use file prefix/suffix)</font> Can be used with double doors. -- Optional tag for level import. | ||
+ | '''Use capitalized file name for this TXMP.''' | ||
+ | |- | ||
+ | | <Events> | ||
+ | | int16 | ||
+ | | You can use multiple events. -- Optional tag for level import. | ||
+ | |- | ||
+ | |valign="top"| <Script Function="call_this_BSL_function" /> | ||
+ | |valign="top"| char[32] | ||
+ | | Name of BSL function. For example if you use "call_this_BSL_function" here then write in BSL file: | ||
+ | ''func call_this_BSL_function | ||
{ | { | ||
− | + | dmsg "hi" | |
− | + | }'' | |
− | + | |- | |
− | + | | <ActivateTurret TargetId="''Id''" /> | |
− | + | | int16 | |
− | + | | | |
− | ''' | + | |- |
− | + | | <DeactivateTurret TargetId="''Id''" /> | |
− | + | | int16 | |
− | + | | | |
− | + | |- | |
− | + | | <ActivateConsole TargetId="''Id''" /> | |
− | + | | int16 | |
− | + | | | |
− | + | |- | |
− | + | | <DeactivateConsole TargetId="''Id''" /> | |
− | + | | int16 | |
− | + | | | |
− | + | |- | |
− | + | | <ActivateAlarm TargetId="''Id''" /> | |
− | + | | int16 | |
− | + | | | |
− | + | |- | |
− | + | | <DeactivateAlaram TargetId="''Id''" /> | |
+ | | int16 | ||
+ | | | ||
+ | |- | ||
+ | | <ActivateTrigger TargetId="''Id''" /> | ||
+ | | int16 | ||
+ | | | ||
+ | |- | ||
+ | | <DeactivateTrigger TargetId="''Id''" /> | ||
+ | | int16 | ||
+ | | | ||
+ | |- | ||
+ | | <LockDoor TargetId="''Id''" /> | ||
+ | | int16 | ||
+ | | | ||
+ | |- | ||
+ | | <UnlockDoor TargetId="''Id''" /> | ||
+ | | int16 | ||
+ | | | ||
+ | |} | ||
− | + | {{XML}} | |
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Latest revision as of 19:32, 26 February 2017
DOOR : Door spawn list | ![]() | |
---|---|---|
XML
AKVA << Other file types >> CBPI TMBD << Other BINA >> ONIE CMBT << Other OBJC >> FLAG |
Contents
general information
- The xml code on this page was tested with onisplit version 0.9.61.0 and 0.9.82.0
- BINACJBODOOR.oni is level specific. (It can be found in AE/AEInstaller/vanilla/levelX_Final.dat)
- 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" /> </Events> </OSD> </DOOR>
tags
tag | type | description |
---|---|---|
<?xml version="1.0" encoding="utf-8"?> | float, flag | Don't change this. |
<Oni> | - | |
<Objects> | - | |
<DOOR Id="..."> | int32 | Use any number. No need to be unique. -- For level import use <Door>. |
<Header> | - | |
<Flags> | flag | Object flags. Used in the past, ignore them. -- Optional tag for level import. |
<Position> | float x3 | X Y Z position. For original doors use Y=0 if ground plane is 0. -- Optional tag for level import but should be used in any case. |
<Rotation> | float x3 | X Y Z rotation. chr_debug_characters = 1 shows the player's facing which can be used for door's Y value. X and Z should be 0. -- Optional tag for level import. |
<OSD> | - | |
<Class> | char[63] | DOORfile.oni (don't use file prefix/suffix) For level import use absolute or relative file path, e.g. doors/TCdouble.oni |
<DoorId> | int16 | Can be used with BSL commands. -- Optional tag for level import but should be used in any case. |
<KeyId> | int16 | Ignore it. -- Optional tag for level import. |
<Flags> | flag | Optional tag for level import.
|
<Center> | float x3 | X Y Z. <Center> Y is usually 15 units above door's <Position> Y. -- Optional tag for level import but should be used in any case. |
<SquaredActivationRadius> | float | Optional tag for level import; default value is 900. |
<Texture1> | char[63] | TXMPfile.oni (don't use file prefix/suffix) Used to replaces the doors default texture coming with the M3GM. -- Optional tag for level import.
Use capitalized file name for this TXMP. |
<Texture2> | char[63] | TXMPfile.oni (don't use file prefix/suffix) Can be used with double doors. -- Optional tag for level import.
Use capitalized file name for this TXMP. |
<Events> | int16 | You can use multiple events. -- Optional tag for level import. |
<Script Function="call_this_BSL_function" /> | char[32] | Name of BSL function. For example if you use "call_this_BSL_function" here then write in BSL file:
func call_this_BSL_function { dmsg "hi" } |
<ActivateTurret TargetId="Id" /> | int16 | |
<DeactivateTurret TargetId="Id" /> | int16 | |
<ActivateConsole TargetId="Id" /> | int16 | |
<DeactivateConsole TargetId="Id" /> | int16 | |
<ActivateAlarm TargetId="Id" /> | int16 | |
<DeactivateAlaram TargetId="Id" /> | int16 | |
<ActivateTrigger TargetId="Id" /> | int16 | |
<DeactivateTrigger TargetId="Id" /> | int16 | |
<LockDoor TargetId="Id" /> | int16 | |
<UnlockDoor TargetId="Id" /> | int16 |