XML:BINA/OBJC/TURR: Difference between revisions

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m (placing the XML tags and options into the usual table)
m (restoring old image)
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'''example'''
'''example'''
{| border=0 cellspacing=20 cellpadding=0 style="float:right"
 
|
{|width=200px border=0 cellspacing=20 cellpadding=0 style="float:right"
[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/turrets.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/XML_modding/turrets_preview.png]
|[[File:XML_OBJC_TURR_modification.png|200px]]
standard XML does not import TURR's base geometry (pod)
 
See also: [[XML:TURR]]
|}
|}
         '''<font color="#0A0"><TURR Id="8148"></font>'''
         '''<font color="#0A0"><TURR Id="8148"></font>'''
             <Header>
             <Header>

Revision as of 17:11, 12 July 2020

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

XML OBJC TURR modification.png

standard XML does not import TURR's base geometry (pod)

See also: XML:TURR


       <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