XML:BINA/OBJC/TURR: Difference between revisions

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m (OBJC means "Objects", not "Object Collection")
m (placing the XML tags and options into the usual table)
Line 58: Line 58:


===XML tags and options===
===XML tags and options===
* <Flags>
{| class="wikitable" width="100%"
::Locked
!width=200px| XML tag
::Gunk
!width=200px| Content type
* <Position> (turret is spawned at this position; turret pod must be added in level architecture or as spawnable object)
! Description
* <Class>
|-
:: mbo_turret_ciel
|valign=top|Flags
:: mbo_turret_floor
|valign=top|flag
:: mbo_turret_wall (mbo stands for Mercury Bow)
|useless flags, can be left empty
:: phr_turret_... (... stands for ciel / floor / wall) (phr stands for Plasma Rifle)
:Locked
:: psm_turret_... (psm stands for Phase Stream Projector)
:Gunk
:: sap_turret_... (sap stands for Hughes Black Adder (Uzi))
|-
:: sbg_turret_... (sbg stands for Super Ball Gun)
|valign=top|Position
:: scc_turret_... (scc stands for Scram Cannon)
|valign=top|float x3
:: scr_turret_... (scr stands for Screamer Cannon)
|x y z, turret pod must be added in level architecture or as spawnable object (automatically by if done via master file?)
:: vdg_turret_... (vdg stands for Van de Graaff Pistol)
|-
:: (<font color="#AAAAAA">TURR</font>''name''<font color="#AAAAAA">.oni</font> from level0_Final)
|Rotation
* <TurretId> (used by [[XML:BINA/OBJC/TRIG|laser trigger]] and BSL commands)
|float x3
* <Flags>
|x y z
:: InitialActive
|-
* <TargetedTeams>
|valign=top|Class
:: Konoko
|valign=top|string
:: TCTF
| <font color="#AAAAAA">TURR</font>''name''<font color="#AAAAAA">.oni</font> from level0_Final
:: Syndicate
:: there are always 3 possible variants: ciel, floot, wall
:: Neutral
: mbo_turret_ciel
:: SecurityGuard
: mbo_turret_floor
:: RogueKonoko
: mbo_turret_wall (Mercury Bow)
:: Switzerland
: phr_turret_... (Plasma Rifle)
:: SyndicateAccessory
: psm_turret_... (Phase Stream Projector)
:: (multiple flags are separated by a space e.g. <TargetedTeams>Konoko TCTF RogueKonoko</TargetedTeams>)
: sap_turret_... (Hughes Black Adder (Uzi))
: sbg_turret_... (Super Ball Gun (explosives))
: scc_turret_... (Scram Cannon (homing rockets))
: scr_turret_... (Screamer Cannon (life sucker))
: vdg_turret_... (Van de Graaff (taser))
|-
|TurretId
|integer
|used by [[XML:BINA/OBJC/TRIG|laser trigger]] and BSL commands
|-
|valign=top|Flags
|valign=top|flag
|
: InitialActive
|-
|valign=top|<TargetedTeams>
|valign=top|flag
| multiple flags are separated by a space e.g. <TargetedTeams>Konoko TCTF RogueKonoko</TargetedTeams>
: Konoko
: TCTF
: Syndicate
: Neutral
: SecurityGuard
: RogueKonoko
: Switzerland
: SyndicateAccessory
|}


{{XML}}
{{XML}}

Revision as of 14:11, 25 February 2017

TURR : Turrets 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

AKEV << Other file types >> CONS

TMBD << Other BINA >> ONIE

TRIG << Other OBJC >> WEAP

switch to OBD page

general information

  • The xml code on this page is compatible with onisplit v0.9.61.0
  • The turret pod is part of the level geometry. (For some reason the <BaseGeometry> of TURR isn't used.)
  • BINACJBOTurret.oni is level specific. (It can be found in AE/AEInstaller/vanilla/levelX_Final.dat)
  • Extract this file if an update on xml tags is needed.


BSL support

turret_activate turret_id:int
turret_deactivate turret_id:int
turret_reset turret_id:int (resets a turret to initial state)


file structure

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

[...] means at least one turret. Paste all turret data into there (this includes <TURR Id="..."> and </TURR> tag).

example

turrets_preview.png

       <TURR Id="8148">
           <Header>
               <Flags></Flags>
               <Position>-670 45 -755</Position>
               <Rotation>0 0 0</Rotation>
           </Header>
           <OSD>
               <Class>psm_turret_floor</Class>
               <TurretId>1</TurretId>
               <Flags></Flags>
               <TargetedTeams>Konoko</TargetedTeams>
           </OSD>
       </TURR>
       <TURR Id="8149">
           <Header>
               <Flags></Flags>
               <Position>-680.6955 45 -753.459656</Position>
               <Rotation>0 0 0</Rotation>
           </Header>
           <OSD>
               <Class>sbg_turret_floor</Class>
               <TurretId>1</TurretId>
               <Flags>InitialActive</Flags>
               <TargetedTeams>Konoko</TargetedTeams>
           </OSD>
       </TURR>


XML tags and options

XML tag Content type Description
Flags flag useless flags, can be left empty
Locked
Gunk
Position float x3 x y z, turret pod must be added in level architecture or as spawnable object (automatically by if done via master file?)
Rotation float x3 x y z
Class string TURRname.oni from level0_Final
there are always 3 possible variants: ciel, floot, wall
mbo_turret_ciel
mbo_turret_floor
mbo_turret_wall (Mercury Bow)
phr_turret_... (Plasma Rifle)
psm_turret_... (Phase Stream Projector)
sap_turret_... (Hughes Black Adder (Uzi))
sbg_turret_... (Super Ball Gun (explosives))
scc_turret_... (Scram Cannon (homing rockets))
scr_turret_... (Screamer Cannon (life sucker))
vdg_turret_... (Van de Graaff (taser))
TurretId integer used by laser trigger and BSL commands
Flags flag
InitialActive
<TargetedTeams> flag multiple flags are separated by a space e.g. <TargetedTeams>Konoko TCTF RogueKonoko</TargetedTeams>
Konoko
TCTF
Syndicate
Neutral
SecurityGuard
RogueKonoko
Switzerland
SyndicateAccessory