XML:BINA/OBJC/DOOR: Difference between revisions

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(Created page with '=BINA/OBJC/DOOR: doors= '''general information''' * '''BINACJBODOOR.oni''' is level specific. (It can be found in edition/GameDataFolder/level''XX''_... ) ...')
 
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=[[OBD:BINA/OBJC/DOOR|BINA/OBJC/DOOR]]: doors=
{{XML_OBJC_Header | prev=CONS| type=DOOR | next=FLAG | name=Door}}
'''general information'''
* '''BINACJBODOOR.oni''' is level specific. (It can be found in edition/GameDataFolder/level''XX''_... )
* See [[XML basic tutorial|HERE]] if you don't know how to convert an oni file into XML and vice versa.
* All original doors can be seen [http://ssg.oni2.net/subfold/doors/ HERE.]


==General information==
* The XML on this page was tested with OniSplit version 0.9.61.0 and 0.9.82.0.
* A BINACJBODOOR is level-specific (level''x''_Final.dat).
* 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 Version="0.9.37.0">
  <Oni>
    <ObjectCollection>
    <Objects>
         '''''[...]'''''
         '''''[...]'''''
     </ObjectCollection>
     </Objects>
  </Oni>
  </Oni>


'''''[...]''''' means at least one door. Paste all your door data into there (this includes the '''<font color="#0A0"><DOOR Id="..."></font>'''/'''<font color="#0A0"></DOOR></font>''' tag).


'''''[...]''''' means at least one door. Paste all door data into there (this includes '''<font color="#0A0"><Object ...></font>''' and '''<font color="#0A0"></Object></font>''' tag).
==Example==
'''<font color="#0A0"><DOOR Id="7233"></font>'''
    <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>
        <nowiki><Center>-652 16.5 -753</Center></nowiki>
        <SquaredActivationRadius>900</SquaredActivationRadius>
        <Texture1></Texture1>
        <Texture2></Texture2>
        <Events>
            <ActivateTurret TargetId="1" />
        </Events>
    </OSD>
'''<font color="#0A0"></DOOR></font>'''


'''example'''
==Tags==
        <Object Id="2467" Type="DOOR">
{| class="wikitable" width=100%
            <Header>
!width=280px| Tag
                <Flags>9</Flags>
!width=60px| Type
                <Position>-734 45 -172</Position>
! Description
                <Rotation>0 0 0</Rotation>
|-
            </Header>
| <Objects>
            <OSD>
| -
                <Class>CM_3</Class>
|
                <DoorId>2</DoorId>
|-
                <KeyId>0</KeyId>
| <DOOR Id="...">
                <Flags>132</Flags>
| int32
                <nowiki><Center>-734 60 -172</Center></nowiki>
| Use any number; no need to for it be unique. — For level imports, use <Door>.
                <SquaredActivationRadius>900</SquaredActivationRadius>
|-
                <Texture1></Texture1>
| <Header>
                <Texture2></Texture2>
| -
                <Events>
|
                    <ActivateTurret TargetId="1" />
|-
                    <Script Function="door_test" />
| <Flags>
                </Events>
| flag
            </OSD>
| Object flags. Used during development, ignore them. — Optional tag for level import.
        </Object>
|-
 
| <Position>
 
| float x3
### in BSL file
| XYZ position. For new doors, use a Y of 0 if the ground plane is 0. — Optional tag for level import, but should be used in any case.
  func door_test
|-
| <Rotation>
| float x3
| XYZ 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 key 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 a 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 a 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 your BSL script:
  ''func call_this_BSL_function
  {
  {
dmsg "[r.door test]"
      dmsg "hi"
dmsg "marked turret is set active and BSL function is triggered"
}''
dmsg "by any character which comes into specified radius"
|-
}
| <ActivateTurret TargetId="''Id''" />
 
| int16
 
|
'''flags'''
|-
DEC   HEX    description
| <DeactivateTurret TargetId="''Id''" />
1 = 01  = "initially locked" (at level load or after calling reset mechanics)
| int16
2 = 02  = unknown; never used
|
4 = 04  = unknown; probably "locked"
|-
8 = 08  = unknown; never used
| <ActivateConsole TargetId="''Id''" />
16 = 10  = require player to press action to open the door
| int16
32 = 20  = unknown; never used
|
64 = 40  = unknown; never used
|-
128 = 80  = double door
| <DeactivateConsole TargetId="''Id''" />
256 = 0001 = "mirror door" (mirrored along door's Z axis)
| int16
512 = 0002 = one way door (one side locked, other side unlocked)
|
1024 = 0004 = reverse of the one way door (now the other side is locked)
|-
2048 = 0008 = unknown; never used
| <ActivateAlarm TargetId="''Id''" />
4096 = 0010 = unknown; never used
| int16
8192 = 0020 = unknown; never used
|
16384 = 0040 = unknown; never used
|-
32768 = 0080 = unknown; never used
| <DeactivateAlaram TargetId="''Id''" />
 
| int16
|
|-
| <ActivateTrigger TargetId="''Id''" />
| int16
|
|-
| <DeactivateTrigger TargetId="''Id''" />
| int16
|
|-
| <LockDoor TargetId="''Id''" />
| int16
|
|-
| <UnlockDoor TargetId="''Id''" />
| int16
|
|}


'''events'''
{{XML}}
: <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''" />

Latest revision as of 01:19, 1 April 2021

DOOR : Door
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

CONS << Other OBJC >> FLAG

switch to OBD page

General information

  • The XML on this page was tested with OniSplit version 0.9.61.0 and 0.9.82.0.
  • A BINACJBODOOR is level-specific (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 your door data into there (this includes the <DOOR Id="...">/</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
<Objects> -
<DOOR Id="..."> int32 Use any number; no need to for it be unique. — For level imports, use <Door>.
<Header> -
<Flags> flag Object flags. Used during development, ignore them. — Optional tag for level import.
<Position> float x3 XYZ position. For new doors, use a Y of 0 if the ground plane is 0. — Optional tag for level import, but should be used in any case.
<Rotation> float x3 XYZ 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 key 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 a 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 a 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 your BSL script:
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