XML:BINA/ONIE: Difference between revisions

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m (forgot to update, sorry)
m (hurt sounds played when ... (good that neo updated SABD))
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Hurt sounds:
Hurt sounds:
 
Every ONCC provides one death sound and three hurt sounds.
<!--ONIA and ONIE holds modifier data "Light", "Medium", and "Heavy". Maybe it's used for sound but I'm not too sure again. If it is how I think then ONCC is involved through <HurtLightSound>, <HurtMediumSound>, and <HurtHeavySound>.-->
* Heavy hurt sound is played when h2h attack deals equal or more than 15 hit points.
So far, I'm not sure how hurt sounds (Light/Medium/Heavy) are chosen to be played.
* Medium hurt sound is played when h2h attack deals equal or more than 10 hit points.
 
* Light hurt sound is played when h2h attack deals less than 10 hit points.
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* Footstep_RunSprint
* Footstep_RunSprint
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==examples==
==examples==

Revision as of 18:39, 27 July 2009

BINA/ONIE: impact effects

XML notes

  • More than one particle possible in particle part.
  • Location #5: particle is fixed to character if origin is particle-character collision, not fixed if origin is character-character collision*. (* example: look up plasma shot "w3_phr_x02" and add it in particle section of <Impact Name="Kick_Hit">)

<div class="NavFrame collapsed" style="width:

<Orientation>0</Orientation>
<Location>0</Location>
<Orientation>0</Orientation>
<Location>4</Location>
<Decal1>false</Decal1>
<Decal2>true</Decal2>
<Orientation>3</Orientation>
<Location>1</Location>
<Offset>0.2</Offset>
<Orientation>0</Orientation>
<Location>1</Location>
<Offset>-1</Offset>

 ">