Resequence XML Compiler
From Achron Wiki
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
- AIScript (multiple)
- Sounds
- Sound (multiple)
- Name
- FileName
- NumLoops
- Is3DSound
- ReferenceDistanceHeard
- Sound (multiple)
- Weapons
- Weapon (multiple)
- Name
- StrenghtBase
- StrenghtRange
- StrenghtCount
- Flags
- Lob
- AccuracyMultiplier
- MovementDelayMultiplier
- AttackTimeout
- AttackRadius
- AttackHeight
- AttackSplashEffectiveRadius
- Weapon (multiple)
- 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
- Step (multiple)
- 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
- Condition (multiple, AND)
- Steps
- Step(multiple, see before)
- Action (multiple)
- Objectives
- Objective (multiple)
- ObjectiveNumber
- Script
- Name
- Details
- ValidRadius
- Resource1 (optional, comes with versions up to 4)
- Objective (multiple)
- ControlShortCuts
- ControlShortCut (multiple)
- ControlObjectiveNumber
- MouseInputType
- ParameterType
- Parameter
- KeyboardShortCut
- Flags
- ShortcutOnKeyRelease
- EstTimeConstIsStart
- EstTimeConst
- EstTimeDist
- Sound
- ControlConditions
- ControlCondition(multiple)
- Resource
- Comparison
- Value
- ControlCondition(multiple)
- ControlShortCut (multiple)
- ObjectClass (multiple)
- AIScripts
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