XML:BINA/OBJC/TRIG: Difference between revisions

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m (...)
m (should be equal to DOOR and CONS)
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::(example: when you set 360 (at offset 0x75) and 120 (at offset 0x77) then the laser gets disabled after 6 seconds for 2 seconds, then loops; note that the laser will be off all if you set 0x75 to 0 and 0x77 to a number bigger than 0)
::(example: when you set 360 (at offset 0x75) and 120 (at offset 0x77) then the laser gets disabled after 6 seconds for 2 seconds, then loops; note that the laser will be off all if you set 0x75 to 0 and 0x77 to a number bigger than 0)
* <Events>
* <Events>
:* <Script Function="''BSL_function''" /> : (calls ''BSL_function'' (continuously as long as causer stays in laser))
:*   <Script Function="calling_this_BSL_function" />  
:* <ActivateTurret TargetId="''ID''" /> : (activates a turret with id ''ID'' (integer decimal number))
:*    <ActivateTurret TargetId="Id" />
:: (You can have more than one and different event types - functions and turrets - at same time.)
:*    <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 have more than one and different event types at same time.)

Revision as of 16:05, 5 July 2009

general notes

  • BINACJBOTrigger.oni is level specific. (It can be found in edition/GameDataFolder/levelXX_... )
  • See HERE if you don't know how to convert an oni file into XML and vice versa.
  • See HERE if you are searching for more general information such as how to handle object coordinates.


BSL support

command - description - example
  • marketing_line_off - turns the laser line off - marketing_line_off = 1
  • trig_activate trigger_id:int - activates a trigger - trig_activate 2
  • trig_deactivate trigger_id:int - deactivates a trigger - trig_deactivate 2
  • trig_hide trigger_id:int - hides a trigger - trig_hide 91
  • trig_show trigger_id:int - shows a trigger - trig_show 91
  • trig_speed trigger_id:int volume:float - sets a triggers speed - trig_speed 514 .15
  • trig_reset trigger_id:int - resets a trigger to non-triggered state - trig_reset 91


XML structure

<?xml version="1.0" encoding="utf-8"?>
<Oni Version="0.9.28.0">
   <ObjectCollection>
       [...]
   </ObjectCollection>
</Oni>

[...] means at least one trigger. Paste all trigger data into there (this includes <Object ...> and </Object> tag).

example

trigger_preview.jpg

       <Object Id="8136" Type="TRIG">
           <Header>
               <Flags>0</Flags>
               <Position>-445 68 -1362</Position>
               <Rotation>270 8.65141646E-06 180.000015</Rotation>
           </Header>
           <OSD>
               <Class>trigger_long</Class>
               <TriggerId>1</TriggerId>
               <Flags>44</Flags>
               <LaserColor>0 0 255</LaserColor>
               <StartPosition>0</StartPosition>
               <Speed>0</Speed>
               <EmitterCount>3</EmitterCount>
               <Offset_0075>0</Offset_0075>
               <Offset_0077>0</Offset_0077>
               <Events>
                   <ActivateTurret TargetId="1" />
               </Events>
           </OSD>
       </Object>

tags

  • <Flags> : unknown
  • <Position> : (trigger is spawned at this xyz-position)
  • <Rotation> : (trigger has xyz-rotation (in degrees))
  • <Class>
trigger_arc
trigger_circle
trigger_evilbrain
trigger_long
trigger_long4x
trigger_long4xzag
trigger_rectangle
trigger_sb3A
trigger_sb3B
trigger_short
(link by name to the TRIG instance (trigger class), which holds the M3GM of the rail and links to TRGE (laser emitter class) and OBAN (animation of the emitters))
(Screenshot of each would be good.)
  • <TriggerId> : (used by BSL commands)
  • <Flags> :
4 - active?
8 - initial active
10 - reverse
20 - pingpong
40 - unknown
80 - unknown
  • <LaserColor> : (RGB range, e.g. <LaserColor>255 0 77</LaserColor>)
  • <StartPosition> : (float value; start position of the trigger in the rail; range from 0 (bottom) to 1 (top) in connection to the spawn point of the trigger (spawn point = bottom))
  • <Speed> : (float value; reference: 0 means no movement, 1 is slow, and 2 is fast)
  • <EmitterCount> : (number of laser emitters in one trigger rail)
  • <Offset_0075> : (laser is on for a number of frames you set here)
  • <Offset_0077> : (laser is off for a nubmer of frames you set here)
(example: when you set 360 (at offset 0x75) and 120 (at offset 0x77) then the laser gets disabled after 6 seconds for 2 seconds, then loops; note that the laser will be off all if you set 0x75 to 0 and 0x77 to a number bigger than 0)
  • <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 have more than one and different event types at same time.)