XML:BINA/OBJC/TRIG

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TRIG : Trigger
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

TRGV << Other OBJC >> TURR

switch to OBD page

General information

  • The XML on this page was tested with OniSplit v0.9.94.0.
  • BINACJBOTrigger is level-specific (levelx_Final.dat).

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, disables also laser 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

File structure

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

[...] means at least one trigger. Paste all your trigger data in there (this includes the <TRIG Id="...">/</TRIG> tag).

Example

XML TRIG trigger modded.jpg
       <TRIG Id="8136">
           <Header>
               <Flags></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>
                   <Script Function="calling_this_BSL_function" />
                   <ActivateTurret TargetId="1" />
                   <DeactivateTurret TargetId="2" />
                   <ActivateConsole TargetId="3" />
                   <DeactivateConsole TargetId="4" />
                   <ActivateAlarm TargetId="5" />
                   <DeactivateAlaram TargetId="6" />
                   <ActivateTrigger TargetId="7" />
                   <DeactivateTrigger TargetId="8" />
                   <LockDoor TargetId="9" />
                   <UnlockDoor TargetId="10" />
               </Events>
           </OSD>
       </TRIG>

Tags

Tag Type Description
<TRIG Id="..."> integer You can also use <TRIG> without the ID parameter.
<Header> -
<Flags> flag Used in the past.
<Position> float x3 Trigger is spawned at this XYZ position.
<Rotation> float x3 Trigger has this XYZ rotation (in degrees).
<OSD> -
<Class> char[63] TRIGfile.oni

This is a link to TRIG (trigger class), which holds the M3GM (3D model) of the rail and links to TRGE (laser emitter class) and OBAN (animation of the 3D model).

Original classes:

trigger_arc
trigger_circle
trigger_evilbrain
trigger_long
trigger_long4x
trigger_long4xzag
trigger_rectangle
trigger_sb3A
trigger_sb3B
trigger_short
<TriggerId> int16 Used by BSL commands. Is it possible to use the same ID for different triggers?
<Flags> flags
InitialActive
ReverseAnim
PingPong
<LaserColor> color RGB value, e.g. <LaserColor>255 0 77</LaserColor>
<StartPosition> float Start position of the trigger in the rail; ranges from 0.0 (bottom) to 1.0 (top) in relation to the spawn point of the trigger (spawn point = bottom).
<Speed> float This is one of two multipliers. The second multiplier can be set via the BSL command trig_speed id speed.

total_speed = OBAN_speed * multiplier in file * multiplier in BSL

So if one of the multipliers is set to 0, the trigger will stop moving.

<EmitterCount> int16 Number of emitters to spawn on the rail?
<TimeOn> int16 Number of frames that laser should be on in a power cycle.
<TimeOff> int16 Number of frames that laser should be off in a power cycle.
<Events> - int16 array. You can use multiple events.
<Script Function="call_this_BSL_function" /> char[32] Name of linked BSL function. For example if you use "call_this_BSL_function" here, then write in the 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

Laser rotations

The hardest part in setting up triggers is pointing them in the correct direction. Here are the Rotation numbers for each direction.

Trigger rotation.jpg

Laser Direction 0:

  • <Rotation>0 90 0</Rotation>: Moves left of position
  • <Rotation>180 90 0</Rotation>: Moves right of position
  • <Rotation>270 90 0</Rotation>: Moves above position
  • <Rotation>90 90 0</Rotation>: Moves below position

Laser Direction 90:

  • <Rotation>0 180 0</Rotation>: Moves left of position
  • <Rotation>180 180 0</Rotation>: Moves right of position
  • <Rotation>270 180 0</Rotation>: Moves above position
  • <Rotation>90 180 0</Rotation>: Moves below position

Laser Direction 180:

  • <Rotation>0 270 0</Rotation>: Moves left of position
  • <Rotation>180 270 0</Rotation>: Moves right of position
  • <Rotation>270 270 0</Rotation>: Moves above position
  • <Rotation>90 270 0</Rotation>: Moves below position

Laser Direction 270:

  • <Rotation>0 0 0</Rotation>: Moves left of position
  • <Rotation>180 0 0</Rotation>: Moves right of position
  • <Rotation>270 0 0</Rotation>: Moves above position
  • <Rotation>90 0 0</Rotation>: Moves below position