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#101 11/04/12 21:11

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: Custom Character Mega Pack - discussion

hehe yeah big_smile it's pretty well made actually ! did you use photoshop to color it ? i had some difficulty with selecting the different parts of the golden tctf image as it's too low resolution.


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#102 11/04/12 21:11

Lithium
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From: Colorado
Registered: 10/17/08

Re: Custom Character Mega Pack - discussion

I used Photoshop yeah. Your Golden tctf looks pretty good.


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#103 11/04/12 21:11

Knox
Member
From: (File Missing)
Registered: 08/15/11

Re: Custom Character Mega Pack - discussion

AWESOME. Can't wait until this get's released. When will it btw?


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#104 11/04/12 21:11

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: Custom Character Mega Pack - discussion

Soon maybe today .. every-time I say it's done I remember another place I forgot to edit tongue like now just remembered there's a cutscene between muro and barabus at level2 where he should be wearing the suit. what is taking me time is testing them (watching cutscenes and replaying parts of levels to see if they were changed ok)


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#105 11/05/12 15:11

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: Custom Character Mega Pack - discussion

Do you think casey should be added as an enemy at tctfhq redux before griffin's vault ? (when u activate the 3 consoles to open griffin's vault some swats appear i changed them to golden tctf but now thinking to put casey instead, who is beaten but not killed. (maybe have some convo with him, where his love for konoko overpowers his loyalty to griffin.
He's also made partner in level 2, level 3 (replaced one of the tctfs that are underfire in the lobby) and at end of level 1 replacing one of the tctff who come capture the truck and as partner in final battle.

Last edited by Samer (11/05/12 15:11)


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#106 11/05/12 16:11

Leus
Member
From: Boone, NC
Registered: 05/28/09
Website

Re: Custom Character Mega Pack - discussion

Definitely!  If you can, do a little dramatic pause/zoom in on his face when we meet him before that fight.  Otherwise, we'll get the picture either way.  smile


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#107 11/05/12 17:11

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: Custom Character Mega Pack - discussion

i don't know how to do that tongue but i'll try/
guys suggest a script\ lines for that convo big_smile

"Stop, Konoko I can't do this .. you go do what you have to do I understand."

Last edited by Samer (11/05/12 17:11)


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#108 11/05/12 17:11

Valkyrur
Member
From: Russia
Registered: 12/04/11

Re: Custom Character Mega Pack - discussion

Well, I don't have any ideas, but I'd think it be best if the voice was Aussie though if someone does a recording for it.

(Also, this best not end with him getting killed. I don't need my retcons being retconned by a mod, 'ye hear?)


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#109 11/05/12 18:11

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: Custom Character Mega Pack - discussion

no I can't kill my casey big_smile yikes !

but well i wasn't thinking of voice tongue more like : lines appearing on the screen big_smile :\


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#110 11/05/12 20:11

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: Custom Character Mega Pack - discussion

uhhmm can you give me an idea on how to do this with scripts ? what would i need to do ..

konoko activates final console for vault .. usually swat appear with rifle .. we'll have casey instead.

here something like a cutscene should happen with lines appearing on the screen and avatars hopefully

Casey : I can't let you do this konoko
Konoko : Out of my way casey
Casey : I can't .. I'm sorry
Konoko : You will be !

after the fight and he's defeated .. he'll lie on the floor like mukade did in Ed's china level
Casey : Stop .. So, are you going to kill me now?
Konoko : No It's your boss I'm after
walks to vault
Casey : Konoko ... don't do anything you'll regret, don't let you anger control you .. and ... be careful.

can you give me some tips on what I'll need to do ?


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#111 11/05/12 21:11

Knox
Member
From: (File Missing)
Registered: 08/15/11

Re: Custom Character Mega Pack - discussion

It would be cool if we found someone to voice him. Who was it who did his super move voices? And if we found someone who sounded like Konoko's voice actress, it would be even better.


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#112 11/05/12 22:11

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: Custom Character Mega Pack - discussion

mmm does this look right ?

this script is in <Combat>castalk</Combat>

func void castalk
{
	ai2_allpassive 1
	ai2_takecontrol 1
	sleep 200
	ai2_setmovementmode D_S82 walk
	ai2_comehere D_S82
	sleep 200
	ai2_lookatme D_S82 
	sleep 10
	ai2_lookatchar 0 D_S82
	sleep (f200)
	cinematic_start (casey, 180, 180, 2, 1, 20, false)
	dmsg ("Casey: I can't let you do this konoko")
	sleep(f200)
	dmsg ("Konoko: Get out of my way Casey")
	sleep(f200);
	dmsg ("Casey: I can't .. I'm sorry ")
	sleep(f200)
	dmsg ("Konoko: You will be !")
	sleep(f200)	
	cinematic_stop (casey, 15, 20)
	sleep(f200)	
	ai2_allpassive 0
	ai2_takecontrol 0
	ai2_attack D_S82 0
}

and this in <Defeated>casbye</Defeated>

func void casbye
{
	ai2_takecontrol 1
	ai2_lookatme D_S82 
	sleep 10
 chr_animate D_S82 BARABstunned 800
 chr_freeze D_S82 1
	sleep 100
	ai2_lookatchar 0 D_S82
	sleep 200
	cinematic_start (casey, 180, 180, 2, 1, 20, false)
	dmsg ("Casey: Stop .. So you're going to kill me now? ")
	sleep 200
	dmsg ("Konoko: No It's your boss I'm after")
	sleep 200
	cinematic_stop (casey, 15, 20)
	ai2_takecontrol 0 #player can walk away
	sleep 400	
	cinematic_start (casey, 180, 180, 2, 1, 20, false)
	dmsg ("Casey: Konoko ... don't do anything you'll regret, don't let your anger control you ..")
	sleep 20
	dmsg ("and .. be careful..")
	cinematic_stop (casey, 15, 20)
}

I'm not sure I understand the use of brackets .. I copied some stuff from the scripts of china mod .. and the difference between sleep and sleep(f) .. also what are the numbers after the avatar's name casey 180, 180,2,1,20 and what does false mean ? if it means display the avatar shouldn't it be true ?

Can I interrupt the comehere command ? i want him to walk towards her but not stand right in her face hmm

Last edited by Samer (11/05/12 23:11)


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#113 11/06/12 07:11

paradox-01
Member
From: Germany
Registered: 01/14/07

Re: Custom Character Mega Pack - discussion

@ avatars: have a look here
I hope Edt or Script can give you more explanation if needed.

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#114 11/06/12 11:11

Lukas Kreator
Member
Registered: 05/07/10

Re: Custom Character Mega Pack - discussion

1-) BSL scripts can be written in two different styles, giving the same results, and the styles can even be mixed. Usually, there is no real difference between:

function x y z

and

function(x, y, z);

for instance.

2-) As for the difference between "sleep" and "sleep(f)", I don't think there is any, but to be honest, who the hell would use anything other than "sleep" or "sleep()" nowadays, anyway? Nonetheless, I can assume the "f" before the number means that it is a Float and not an Int. Which wouldn't really make sense here, but whatever...

3-) The numbers after his name are the other arguments for the function "cinematic_start", in this case. According to the wiki, the arguments for such function are 'bitmap_name', 'draw_width', 'draw_height', 'start', 'end', 'velocity' and 'mirror'. Therefore,

bitmap_name = casey
draw_width = 180
draw_height = 180
start = 2
end = 1
velocity = 20
mirror = false

4-) As for interrupting the command, you could try the "ai2_idle" command, for instance.


Now, Samer, I don't mean to be rude when I say this or anything (you know I appreciate your work a lot), but a basic tutorial about C would help you greatly, as BSL has a lot from it.

Hope I have helped.

Last edited by Lukas Kreator (11/06/12 11:11)

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#115 11/06/12 11:11

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: Custom Character Mega Pack - discussion

thanks Lukas yes that helps smile

well I don't know anything about programming, C or else tongue though I've always wanted to learn more about computer programming .. ended up going into pharmacy tongue so yes maybe one day when I get some more free time (and electric power long enough to search and read it on the net) I'll try to expand my knowledge in that field.

Last edited by Samer (11/06/12 11:11)


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#116 11/06/12 11:11

Lukas Kreator
Member
Registered: 05/07/10

Re: Custom Character Mega Pack - discussion

Oh, I understand... Well, BSL is not a very complicated language, I'm sure you'll get the hang of it pretty quickly. In fact, you are already progressing very well, despite of the electric power issue, I'd say smile

Last edited by Lukas Kreator (11/06/12 11:11)

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#117 11/06/12 11:11

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: Custom Character Mega Pack - discussion

I want to make casey come close to konoko but stop .. the comehere command makes him come right into her face.
i tried lukas's suggestion
ai2_takecontrol 1
    ai2_allpassive 1
    sleep 200
    ai2_setmovementmode D_S82 walk
    ai2_comehere D_S82
    sleep 200
    ai2_idle D_S82

however it says ai2_idle can't be executed if ai2 is passive .. and if i remove ai2_passive he attacks her while talking

what's the difference between ai2 passive, and idle, and ignore player, and freeze and inactive ?

edit : mm ok i just manipulated the sleep time so both regain control before he reaches her. if there's a better way tell me please ^^

Last edited by Samer (11/06/12 12:11)


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#118 11/06/12 13:11

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: Custom Character Mega Pack - discussion

I think I got the cutscene the way I want it .. but one thing I was missing is those black boxes on top and bottom that make it look like a cutscene .. figured how to add it by "begin_cutscene" and end .. however sad the speech that i wrote using dmsg is now under the black boxes, doesn't show :\ is there any way around that ? help me sad
and any way i can jam that final door and then activate it once casey is defeated so player can't just skip fighting him and going to vault ?

P.S : doesn't the avatar look like him big_smile

Oni%25202012-11-06%252020-18-35-99.jpg

Last edited by Samer (11/06/12 13:11)


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#119 11/06/12 13:11

Lukas Kreator
Member
Registered: 05/07/10

Re: Custom Character Mega Pack - discussion

Little Fighters XD

Well, I'm in no way knowledgeable about cutscenes, so I won't be very helpful, but I can say there is a kind of Oni file which includes dialog text and you can use it in BSL scripts to display speech.
See if you can find it out by looking at code from other cutscenes in Oni.

Also, "door_jam <door number here>" and "door_unjam <door number here>" wink

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#120 11/06/12 13:11

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: Custom Character Mega Pack - discussion

is there a way i can know the door number tongue ?


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#121 11/06/12 13:11

EdT
Moderator
From: Los Angeles, CA
Registered: 01/13/07
Website

Re: Custom Character Mega Pack - discussion

Wow you are making some nice progress.  Script10_k, is the man to ask about scripting.

Cool avatar!

Commands for doors: http://ssg.oni2.net/commands.htm#door

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#122 11/06/12 13:11

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: Custom Character Mega Pack - discussion

do u know how I can know the door number Edt big_smile ?


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#123 11/06/12 14:11

Coyote
Member
From: Paradise
Registered: 07/03/07

Re: Custom Character Mega Pack - discussion


Does your blood burn when you kill? Mine does

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#124 11/06/12 14:11

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: Custom Character Mega Pack - discussion

Thanks Coyote big_smile !

Last edited by Samer (11/06/12 16:11)


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#125 11/06/12 16:11

Lukas Kreator
Member
Registered: 05/07/10

Re: Custom Character Mega Pack - discussion

For door numbers, you can actually just do trial and error in the console until you find it. Shouldn't take much time.

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