XML:BINA/OBJC/TURR

From OniGalore
< XML:BINA‎ | OBJC
Revision as of 14:55, 17 August 2020 by Iritscen (talk | contribs) (removing dead link)
Jump to navigation Jump to search
The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.
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)

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