Resequence XML Compiler

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Program named ResequenceXMLCompiler.exe will take a xml file and compile a .ocs and a .uia form them. For example ResequenceXMLCompiler.exe miniAchron.ocs.xml will create a miniAchron.ocs and a miniAchron.uia.

The xml file contains information on what kind of object and units the game should contain. A big portion of this is spesifying when scripts should be run.

The XML format is as follows:

  • ResequenceObjectClassSet
    • AIScripts
      • AIScript (multiple)
        • Name
        • Path
    • Sounds
      • Sound (multiple)
        • Name
        • FileName
        • NumLoops
        • Is3DSound
        • ReferenceDistanceHeard
    • Weapons
      • Weapon (multiple)
        • Name
        • StrenghtBase
        • StrenghtRange
        • StrenghtCount
        • Flags
          • Lob
        • AccuracyMultiplier
        • MovementDelayMultiplier
        • AttackTimeout
        • AttackRadius
        • AttackHeight
        • AttackSplashEffectiveRadius
    • ObjectClasses
      • ObjectClass (multiple)
        • ClassNumber
        • Name
        • Description
        • Model
        • Rank
        • Type
        • MaxHealth
        • MaxEneregy
        • MaxAmmo
        • SightRadius
        • SightHeight
        • CarryingCapacity
        • MaxTerrainAngle
        • MaxAttackAngle
        • TickToTurn45Degrees
        • EnergyFieldName
        • AmmoFieldName
        • Flags
          • VerticalMovementAllowed
          • UnaffectedByTerrain
          • GainKillExperience
          • RemainUpright
          • NonGroupSelection
          • ShowVisibilityRange
          • ShowThroughFogOfWar
          • AlwaysShowVisibility
          • HideEnergyField
          • HideAmmoField
        • Cloaking
          • Gradar
          • Detector
          • Visible
        • Sensing
          • Gradar
          • Detector
          • Visible
        • IdleAnimation
        • IdleSound
        • IdleTime
        • StoppedActionSteps
          • Step (multiple, see next)
        • ChronoportedActionSteps
          • Step (multiple)
            • PrimitiveAction
            • SelfTarget
            • Propability
            • Type
            • ValueEval
            • Value
        • Actions
          • Action (multiple)
            • ActionNumber
            • Identifier
            • TimeTaken
            • ActionRange
            • ActionVerticalRange
            • ForceObjectAction
            • Animation
            • Sound
            • InterruptCurrentAction
            • MutexAction
            • ShowProgress
            • FailOnInvalidTarget
            • PreserveParameter
            • AIScriptCanRun
            • SetParamZeroTicks
            • Conditions
              • Condition (multiple, AND)
                • Resource
                • Comparison
                • Value
            • Steps
              • Step(multiple, see before)
        • Objectives
          • Objective (multiple)
            • ObjectiveNumber
            • Script
            • Name
            • Details
            • ValidRadius
            • Resource1 (optional, comes with versions up to 4)
        • ControlShortCuts
          • ControlShortCut (multiple)
            • ControlObjectiveNumber
            • MouseInputType
            • ParameterType
            • Parameter
            • KeyboardShortCut
            • Flags
              • ShortcutOnKeyRelease
              • EstTimeConstIsStart
            • EstTimeConst
            • EstTimeDist
            • Sound
            • ControlConditions
              • ControlCondition(multiple)
                • Resource
                • Comparison
                • Value

Action number 1 is hardcoded to be a death action. [not tested] this is probably true also of action number 0 being hardcoded to be a creation action.

PrimitiveAction MOVE doesn't take a location as a parameter but what QUERY BESTMOVE returns