Difference between revisions of "XML:BINA/OBJC/DOOR"

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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 collection }}
+
{{XML_OBJC_Header | type=DOOR | prev=CMBT | next=FLAG | name=Door spawn list }}
  
 
__TOC__
 
__TOC__
Line 5: Line 5:
  
 
===general information===
 
===general information===
* The xml code on this page is based on onisplit '''v0.9.61.0'''
+
* 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 edition/GameDataFolder/level''XX''_... )
+
* '''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.]
 
* All original doors and their locklights can be seen [http://ssg.oni2.net/subfold/doors/doors.htm HERE.]
  
Line 39: Line 39:
 
                 <Events>
 
                 <Events>
 
                     <ActivateTurret TargetId="1" />
 
                     <ActivateTurret TargetId="1" />
                    <Script Function="door_test" />
 
 
                 </Events>
 
                 </Events>
 
             </OSD>
 
             </OSD>
 
         '''<font color="#0A0"></DOOR></font>'''
 
         '''<font color="#0A0"></DOOR></font>'''
  
===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===
 
===tags===
: <Class> name of [[XML:DOOR|DOOR]] class file
+
{| class="wikitable" width=100%
: <Texture1> can be used to replace the texture of DOOR's embedded M3GM
+
!width=280px| tag
 
+
!width=60px| type
===OSD flags===
+
! description
None
+
|-
InitialLocked
+
| <?xml version="1.0" encoding="utf-8"?>
InDoorFrame
+
| float, flag
Manual
+
| Don't change this.
DoubleDoor
+
|-
Mirror
+
| <Oni>
  OneWay
+
| -
  Reverse
+
|
  Jammed
+
|-
  InitialOpen
+
| <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
 +
|
 +
|}
  
===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''" />
 
  
 
{{XML}}
 
{{XML}}

Latest revision as of 19:32, 26 February 2017

DOOR : Door spawn list
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

AKVA << Other file types >> CBPI

TMBD << Other BINA >> ONIE

CMBT << Other OBJC >> FLAG

switch to OBD page


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.
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
<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