XML:BINA/OBJC/TURR

From OniGalore
< XML:BINA‎ | OBJC
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 : 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