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I think someone made a mod of Konoko in Mukade's armor a bit back.
yeah that would be me konoko's special wardrobe package (fury, mukade and scientist outfits, i kinda abandoned it though)
i'm currently working on the dream lab level and I have a lot of ideas for it .. However ur suggestion just gave me a bunch of new ones if i can pull the bsl off it's gonna be awesome thanks knox. )
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Sorry double post, 2 separate ideas.
In the binachar file we can set scripts when a character is dead or defeated .. Say we have a character of class x when its defeated it calls a script that changes the class from x to y and resets health. then what happens if y is defeated ? Will it keep changing class and resetting health in a loop ? (cz the binacho file calls the script when it's defeated, or does it only call it 1 time)
if so can i do this ?
Character named ''R'' of class x.
In the Binacho i set that when it's defeated it calls a script which changes its class to y and restes its health.
Then when y is defeated it changes class to z and resets health, then z is killed for once and for all.
How can i do the last 2 parts ? (keeping it as 1 character ''R'')
Last edited by Samer (11/02/12 20:11)
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:\ ok the idea is : jester_mini appears instead 1 of the ministrikers .. when he's defeated he changes to jester (purple - medium sized) then when that is defeated he changes to jester_giant which is then killed..
what i did is : changed one of the ministrikers class from striker_dream_lab to jester_mini
<Flags>36</Flags>
<Class>jester_mini</Class>
<Name>mini_strike_1</Name>
<Weapon></Weapon>
<Scripts>
<Spawn></Spawn>
<Die></Die>
<Combat></Combat>
<Alarm></Alarm>
<Hurt></Hurt>
<Defeated>jestermutate</Defeated>
<OutOfAmmo></OutOfAmmo>
<NoPath></NoPath>
</Scripts>
and added this to dream_lab_main bsl file (At the end)
func void jestermutate(void)
{
chr_set_class mini_strike_1 jester
chr_set_health mini_strike_1 150
}
mini-jester appears but doesn't change class (when defeated he dies) i get this error :
what did I do wrong ?
Last edited by Samer (11/03/12 02:11)
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The defeated function works only once so medium-sized jester couldn't transform to giant.
You might want to try a health monitoring function.
I hope this code is correct, I didn't test it.
func jester_spawned # <Spawn>jester_spawned</Spawn>
{
chr_unkillable mini_strike_1 1 # health can't drop to 0
chr_wait_health mini_strike_1 1
chr_set_class 1234 jester
chr_set_health mini_strike_1 150
sleep 10
chr_wait_health mini_strike_1 1
chr_set_class 1234 jester_giant
chr_set_health mini_strike_1 200
chr_unkillable mini_strike_1 0 # disables unkillable
}
edit: ups, 1st parameter of chr_set_class must be spawn_id (i renamed it "1234")
Last edited by paradox-01 (11/03/12 05:11)
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func jester_spawned # <Spawn>jester_spawned</Spawn>
mmm do i need to put "jester_spawned" anywhere in the BINAC.. file ?
1st parameter of chr_set_class must be spawn_id (i renamed it "1234")
how do I know what's its spawn ID and how do I rename it ? simply by putting the code you said ? doesn't it have already a spawn ID somewhere that i'll need to change ?
where do i put the code :$ ? in dream_lab_main ?
sorry I have never worked with bsl before ...
Last edited by Samer (11/03/12 07:11)
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"mmm do i need to put "jester_spawned" anywhere in the BINAC.. file ?"
Yes, at <Spawn>.
The jester_spawned function can be in any dream lab bsl file. (Those BINA functions are independent from "main".)
I didn't know what spawn id mini_strike_1 has so I simply wrote "1234".
I also forgot about the spawn id being dynamic.
Delete the other characters to make sure mini_strike_1 as id 1. (player is id 0)
(Replacing the existing mini_strike func.)
# dream_lab_logic.bsl
# MINISTRIKE
func void mini_strike(string ai_name)
{
chr_delete IntroMuro
chr_delete ghost1
chr_delete ghost2
chr_delete shinatama_1a
dprint mini_strike
ai2_spawn mini_strike_1
ai2_spawn mini_strike_2
ai2_spawn mini_strike_3
ai2_spawn mini_strike_4
}
Hmm, if you don't want to delete shin, the mini_strike_1's spawn id should be 2.
Last edited by paradox-01 (11/03/12 08:11)
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thanks paradox .. it turned out it's number 4 didn't delete anyone
the code works but i had to remove the # parts cz it said "semantic error" .. "old code" or something ..
func void jester_spawned (void)
{
chr_unkillable mini_strike_1 1
chr_wait_health mini_strike_1 1
chr_set_class 4 jester
chr_set_health mini_strike_1 150
sleep 10
chr_wait_health mini_strike_1 1
chr_set_class 4 jester_giant
chr_set_health mini_strike_1 200
chr_unkillable mini_strike_1 0
}
however a little problem setting the health for purple jester and giant jester sends them to overpower and once overpower gone they have low health.. I guess it's considering the base health from the jester_mini ONCC (about 30) and not changing it when class is changed (for the purple and giant it's 300 and 150 in ONCC) ... I guess a way around it will be to give minijester a lot of additional health in the BINACHO then wait till it's 200 shift to purple then wait til it's 100 shift to giant ..
I'll use same principle for other characters in the level .. i like the morphing idea
Last edited by Samer (11/03/12 09:11)
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mmm I was wrong sometimes it's 4 sometimes it's something else, It depends whether i come too close to the ghosts and they vanish or if i just run past them ..
so I put this like you said
func void mini_strike(string ai_name)
{
chr_delete IntroMuro
chr_delete ghost1
chr_delete ghost2
chr_delete shinatama_1a
dprint mini_strike
ai2_spawn mini_strike_1
}
now if i don't come too close to the ghosts they remain and as jester is spawned, they attack him :\ (which i don't want, they should disappear on their own before jester is spawned, right ?)
EDIT : oopsy daisy it's ghost_1 not ghost1 .. works now .. sorry guys bare with me I'm spending all day on this
btw can i add some effect when it changes class like ninja teleport particle or something.
Last edited by Samer (11/03/12 11:11)
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Samer: You have some cool ideas
This is used for the teleport effect: chr_animate ai_name NINCOMteleport_out
But you need to add this to the ONCC for jester.
<ONCPParticle>
<Name>teleport</Name>
<Type>teleport_e01</Type>
<BodyPart>None</BodyPart>
</ONCPParticle>
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Instead of all that chr_delete an ai2_reset(); should be enough to get the correct id of jester.
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Mm it says that will reset all ai as if you're starting the level again, won't that mean like intromuro and the ghosts will respawn ? (haven't tried it yet waiting for power to come back)
It's annoying that all chr commands use the AI name (like chr_set_health and give powerup) but the class thing uses the character index number which changes according to whether characters before it got deleted or killed and there's no command to show what's the index number (?)
another question will the index number differ if save points differ ? Meaning if you play the level from savept 1 .. Intomuro is first spawned character so i guess he's index 1. If you load save point 2 does griffin become index 1 while if you play continously he's like 7 ? ( i hope not)
thanks Ed for the tip.
Last edited by Samer (11/03/12 15:11)
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Mm it says that will reset all ai as if you're starting the level again, won't that mean like intromuro and the ghosts will respawn ? (haven't tried it yet waiting for power to come back)
I don't think so. Only if that events are triggerable more than once (which I believe they aren't).
there's no command to show what's the index number (?)
There a few I believe. One is "who" command which lists it to characters near the player. However there isn't one that return it as parameter of a function.
another question will the index number differ if save points differ ? Meaning if you play the level from savept 1 .. Intomuro is first spawned character so i guess he's index 1. If you load save point 2 does griffin become index 1 while if you play continously he's like 7 ?
Yes it differs exactly like you described.
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So if i want evil konoko to morph to konoko in mukade armor and then to mukade ... Only way will be is to ensure she's index 1 ... when played continously and when save pt 2 is loaded. That kinda sucks hope the ai2-reset does it or i'll have to delete all characters.
I've used who command before it shows name and class .. I've never noticed if it shows character index number. Will try it soon. Thanks for ur help guys appreciate it. Hope someone will enjoy playing this mod.
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ai2_reset() should do it. Me and EdT used it for Old China and worked just fine.
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Wouldn't it be much easier to spawn mini_strike_1 and evilkonoko at the very start of the savepoint? Then they will always have the index of 1.
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the ghosts (james and jamie) attack the ministriker if he's spawned before them
as long as player doesn't skip any enemy it should be ok i guess if every enemy is deleted after death then eveil konoko should become #1. the who function made it easier for me to know what it's happening (never noticed the# showing). what i'm trying to figure out now is not to have the invisible ninjas spawn except after jester is killed.
P.S figured out what the number flags mean :
IsPlayer (1) (if you have two of them then delete one and spawn the other one at same time, if not made simultaneously camera glitch can appear)
RandomCostume (2) (flag belongs to ONCV)
NotInitiallyPresent (4)
NonCombatant (8)
CanSpawnMultiple (16) (needs WasSpawned)
WasSpwaned (32) (...)
Unkillable (64)
InfiniteAmmo (128)
Omniscient (256)
HasLSI (512) (this character drops an level specific item like truck keys in level 19)
Boss (1024) (used for boss mode fights. makes the AI ignore this character unless there is nobody else around)
UpgradeDifficulty (2048) (spawns a stronger enemy if you play on medium or hard)
NoAutoDrop (4096) (doesn't drop "used" shield, "used" invisibility and LSI when killed)After onisplit v0.9.54.0, merged integer flags can appear.
Let's say you encounter a 6180, then it's actually 4096 + 2048 + 32 + 4.
say i have 36 that's 32 + 4 (not initially present and was spawned) ... what does was spawned mean ? (isn't it same as not initially present ?) btw onisplit refuses to convert "NotInitiallyPresent WasSpawned" (it was written WasSpwaned on the wiki) though "36" converts. and "NotInitiallyPresent" alone converts
Last edited by Samer (11/03/12 18:11)
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Maybe this might work: ai2_forget james mini_strike_1
I asked Neo and it seems WasSpawned is not used in the ONCC, so you can ignore it.
EDIT:
The ninjas are spawned when you enter a TriggerVolume. You can disable it with the command trigvolume_enable ambush1a 0 then when the jester dies use the command trigvolume_enable ambush1a 1
Last edited by EdT (11/03/12 18:11)
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mmm another question .. if i want to play a sound .. example SNDDjess_taunt1 what's the command I use ? i checked the wiki there's many sound commands would i use dialogue or ambient and use SNDD name ?
sound_ambient_start jess_taunt1 didn't work
the trigger volume trick works great ^_^
I Did something evil instead of the ninjas mwahaha .. bsl is fun
Last edited by Samer (11/03/12 19:11)
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sound_dialog_play jess_taunt1 should work.
I thought of a different approach, you could use change James and Jamie to the same team as the mini striker and then use ai2_makeignoreplayer James 1 to make him ignore the player.
Your mod is getting more awesome!
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turns out the sounds uses the OSBD not SNDD directly so had to use jessie_taunts (the name of her OSBD)
one last question
how do i trigger 1 event after 3 have occured
for example to win level
3 enemies must die.
I tried to compare it to bighead of ministrikers (4 have to die to get big head) but i didn't understand
so for each of these enemies I have <Die>win1<Die> and win2 and win3 .. how do i write that when the 3 happen another script (you_win) happens ?
EDIT : figured it out i needed to add this : var int win_counter =3;
Last edited by Samer (11/03/12 22:11)
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In the conversion, skull team members will appear throughout the game (grey fury guarding shini, kojiro at save pt 3 instead of the fury right after the van crash, tanker in airport) however i also want them to appear to muro's side at the final battle. that may have a continuity issue (story wise) as she'll kill them and then they'll reappear at final battle, do u have any suggestions for that ? (barabus flies away for example, but i can't have that here as they're indoors and can't have them teleport away like mukade, their onccs lack the particle and i don't want this pack to modify onccs, cz the onccs are included in 22005 and individual packages will overwrite them)
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You know that whole thing in Dream Lab where they disappear into a skull-shaped cloud of smoke? Maybe have them do that somehow?
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mmm yeah i can do that. Actually that would be fitting since they are the SKULL team ^^
knox u're not gonna try the dream lab ?
Last edited by Samer (11/04/12 15:11)
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More screenshots from the SMP-Conversion
Last edited by Samer (11/04/12 20:11)
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Oh shit my edit was actually useful
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