XML:BINA/OBJC/TURR: Difference between revisions

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==[[OBD:BINA/OBJC/TURR|BINA/OBJC/TURR]]: turrets==
{{XML_OBJC_Header | type=TURR | prev=TRIG | next=WEAP | name=Turret}}


{{Template:XMLModdingHints}}
==General information==
* The XML on this page is compatible with OniSplit '''v0.9.61.0'''.
* The turret's base is part of the level geometry. (For some reason the <BaseGeometry> of [[XML:TURR|TURR]] isn't used.)
* BINACJBOTurret is level-specific (level''x''_Final.dat).


===general notes===
==BSL support==
* The turret pod is part of the level geometry.
* '''BINACJBOTurret.oni''' is level specific. (It can be found in edition/GameDataFolder/level''XX''_... )
* rare bug: if turrets don't attack at all try to change team id (chr_changeteam) to something else and then back again
 
 
===BSL support===
: turret_activate ''turret_id:int''
: turret_activate ''turret_id:int''
: turret_deactivate ''turret_id:int''
: turret_deactivate ''turret_id:int''
: turret_reset ''turret_id:int'' (resets a turret to initial state)
: turret_reset ''turret_id:int'' (resets a turret to initial state)


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


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


'''example'''
'''Example'''
{| border=0 cellspacing=20 cellpadding=0 align=right
 
[[Image:XML_OBJC_TURR_modification.png|thumb|right|Standard XML does not import TURR's base geometry. See [[XML:TURR]].]]
 
'''<font color="#0A0"><TURR Id="8148"></font>'''
    <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>
'''<font color="#0A0"></TURR></font>'''
'''<font color="#0A0"><TURR Id="8149"></font>'''
    <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>
'''<font color="#0A0"></TURR></font>'''
 
==XML tags and options==
{| class="wikitable" width="100%"
!width=200px| XML tag
!width=200px| Content type
! Description
|-
|valign=top|Flags
|valign=top|flag
|Useless, can be left empty.
:Locked
:Gunk
|-
|valign=top|Position
|valign=top|float x3
|XYZ position; turret base must be added in the level's architecture or as a spawnable object (automatic if done via master file?).
|-
|Rotation
|float x3
|x y z
|-
|valign=top|Class
|valign=top|string
| <font color="#AAAAAA">TURR</font>''name''<font color="#AAAAAA">.oni</font> from level0_Final
:: There are always 3 possible variants: ciel, floor, wall
: mbo_turret_ciel (Mercury Bow)
: mbo_turret_floor (Mercury Bow)
: mbo_turret_wall (Mercury Bow)
: phr_turret_* (Plasma Rifle)
: psm_turret_* (Phase Stream Projector)
: sap_turret_* (Hughes Black Adder SMG)
: sbg_turret_* (Super Ball Gun)
: scc_turret_* (Scram Cannon)
: scr_turret_* (Screaming Cell Cannon)
: vdg_turret_* (Van de Graaff)
|-
|TurretId
|integer
|Used by [[XML:BINA/OBJC/TRIG|laser trigger]] and BSL commands.
|-
|valign=top|Flags
|valign=top|flag
|
|
[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]
: 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
|}
|}
        '''<font color="#0A0"><Object Id="8148" Type="TURR"></font>'''
            <Header>
                <Flags>0</Flags>
                <Position>-670 45 -755</Position>
                <Rotation>0 0 0</Rotation>
            </Header>
            <OSD>
                <Class>psm_turret_floor</Class>
                <TurretId>1</TurretId>
                <Flags>0</Flags>
                <TargetedTeams>Konoko</TargetedTeams>
            </OSD>
        '''<font color="#0A0"></Object></font>'''
        '''<font color="#0A0"><Object Id="8149" Type="TURR"></font>'''
            <Header>
                <Flags>0</Flags>
                <Position>-680.6955 45 -753.459656</Position>
                <Rotation>0 0 0</Rotation>
            </Header>
            <OSD>
                <Class>sbg_turret_floor</Class>
                <TurretId>1</TurretId>
                <Flags>2</Flags>
                <TargetedTeams>Konoko</TargetedTeams>
            </OSD>
        '''<font color="#0A0"></Object></font>'''


===XML tags and options===
{{XML}}
* <Flags>
:: 1 (unknown)
:: 8 (unknown)
* <Position> (turret is spawned at this position; turret pod must be added in level architecture or as spawnable object)
* <Class>
:: mbo_turret_ciel
:: mbo_turret_floor
:: mbo_turret_wall (mbo stands for Mercury Bow)
:: phr_turret_... (... stands for ciel / floor / wall) (phr stands for Plasma Rifle)
:: psm_turret_... (psm stands for Phase Stream Projector)
:: sap_turret_... (sap stands for Hughes Black Adder (Uzi))
:: sbg_turret_... (sbg stands for Super Ball Gun)
:: scc_turret_... (scc stands for Scram Cannon)
:: scr_turret_... (scr stands for Screamer Cannon)
:: vdg_turret_... (vdg stands for Van de Graaff Pistol)
* <TurretId> (used by [[OBD_talk:BINA/OBJC/TRIG|laser trigger]] and BSL commands)
* <Flags>
:: 2 (unknown)
* <TargetedTeams>
:: Konoko
:: TCTF
:: Syndicate
:: Neutral
:: SecurityGuard
:: RogueKonoko
:: Switzlerland
:: SyndicateAccessory
:: (multiple flags are separeted by a space e.g. <TargetedTeams>Konoko TCTF RogueKonoko</TargetedTeams>)

Latest revision as of 15:24, 3 April 2021

TURR : Turret
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 on this page is compatible with OniSplit v0.9.61.0.
  • The turret's base is part of the level geometry. (For some reason the <BaseGeometry> of TURR isn't used.)
  • BINACJBOTurret is level-specific (levelx_Final.dat).

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 your turret data in there (this includes the <TURR Id="...">/</TURR> tag).

Example

Standard XML does not import TURR's base geometry. See 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, can be left empty.
Locked
Gunk
Position float x3 XYZ position; turret base must be added in the level's architecture or as a spawnable object (automatic 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, floor, wall
mbo_turret_ciel (Mercury Bow)
mbo_turret_floor (Mercury Bow)
mbo_turret_wall (Mercury Bow)
phr_turret_* (Plasma Rifle)
psm_turret_* (Phase Stream Projector)
sap_turret_* (Hughes Black Adder SMG)
sbg_turret_* (Super Ball Gun)
scc_turret_* (Scram Cannon)
scr_turret_* (Screaming Cell Cannon)
vdg_turret_* (Van de Graaff)
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