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Please, in the next AE, you will be able to include BSL and oni files in a single package.
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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Well, the idea is just, How can we make things easier for modders so they don't have to edi the BINACJBOCharacter file so often?
Check out the Anniversary Edition Seven at ae.oni2.net!
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What kind of limits would the roster have? I'd like to be able to spawn a ton of anything at any time, but obviously that's a bit greedy.
If we don't change the direction we're going, we'll likely end up where we're headed.
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I'm not sure whether simply loading the BINA file up with characters uses any memory or not. But we'd still probably have to impose some sort of limit just for our own sanity, like 10 of every troop kind and 1 of every named character. Maybe 3 Konokos in different outfits and on different teams.
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*shrug* Idk. You can only spawn something ilke 20-30 characters at once in one area before Oni has major issues though. Go crazy. Each character is pretty small in memory.
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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Also, keep in mind that each level has only one "IsPlayer" attribute. This is the character you will be playing, so it would not be possible to have only 1 BINA file for all the levels. One feasible way is to have a list of characters that will be added to all the levels that modders and scripters can use.
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^Yeah, that's a good call. Ten of each type is probably sufficient; I can't really think of why you'd want to have more than that. Maybe 14 to appease Bungie.
Edit: It might be cool to have a few of every named character, though, on the other hand. While it obviously wouldn't make much story sense, imagine fighting like 7 Muros. And it actually could make sense with Mukades since technically anyone could be in those mysterious black suits.
Last edited by Leus (07/14/09 17:07)
If we don't change the direction we're going, we'll likely end up where we're headed.
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*bump* We uploaded a second patch to apply on top of the first one. Check the first post for links. The main change of note is that the cutscene in Ch. 3 doesn't crash now! Anyone who downloads the main AE release from this point on gets the patched version automatically.
Check out the Anniversary Edition Seven at ae.oni2.net!
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Yay, it works, thank you guys!
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Thanks for the confirmation, Mengjun. As a reminder, the patched files won't go into effect until you hit "Install" in the Installer.
Check out the Anniversary Edition Seven at ae.oni2.net!
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That works for me too.
Since Muro had more HP in AE, he doesn't have overpower in the last level anymore. His HP should be changed to enable the overpower for him.
And I have an idea. I know that the AE makes characters have more HP to increase the difficulty. But instead of doing that, why don't make Konoko have less HP? You know if we change characters' HP to normal, you can kill the enemies quickly but they can kill you quickly too. Killing enemies with so much HP is boring (because if you add 50 HP to a character and you meet three of them, that means there is 150 HP in addition, which worth one more enemy). If Konoko has less HP then we must play with carefulness. Won't that be better?
Last edited by love_Oni (07/17/09 10:07)
The Boy Who Knew Too Much
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Hmm, not hard to do. I tested that a while ago...it got annoying after a while, being so vulnerable. I'll look into making it a package.
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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It's a good point, though, love_Oni. I am slowly playing through the AE Oni, so I haven't gotten to the levels with the toughest enemies yet. When I do, I will see how tedious it gets for me to fight them.
Check out the Anniversary Edition Seven at ae.oni2.net!
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Very good edition!But WHO MADE BGI NINJA?Its very...smart person
I have ice,and I can use it!!
Now I dont have ice,but I still can use it!!
Now I have ice,but i forgot how I can use it...xD
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How do you add BGI characters to levels?
If we don't change the direction we're going, we'll likely end up where we're headed.
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Maybe added their ONCC's to level0Final.
I have ice,and I can use it!!
Now I dont have ice,but I still can use it!!
Now I have ice,but i forgot how I can use it...xD
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Add them to the BINACHAR of the level.
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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BINAwhat?Sorry but I don't know what is BINACHAR...
I have ice,and I can use it!!
Now I dont have ice,but I still can use it!!
Now I have ice,but i forgot how I can use it...xD
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He means the BINACJBOCharacter file that is in each level's .dat. It tells Oni what characters to load for that level, and where to place them, with what weapons, health, etc.
Check out the Anniversary Edition Seven at ae.oni2.net!
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Yes,I know about BINACJBOCharacters,but I think,if there is no ONNCBGItanker(for example)in level0Final...
I have ice,and I can use it!!
Now I dont have ice,but I still can use it!!
Now I have ice,but i forgot how I can use it...xD
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There is, but not in the folders. You have to reextract level0_Characters to a new folder.
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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Could I ask for a little tune up for the TCTF elites next AE ? Well mostly because the Boss AI is now enough good (and with plenty of powerfull moves) that playing a black ops is mostly a pain in the ass. I just finished the dream lab level and the fight you have with Muro is damn hard to be done with an elite, not to mention the next one you have with Konoko. Either you abuse throw moves and wait untill their HP is low enough for you to strike them. I know this reflects the true power of them both in reality but TCTF elites have always been hard to play (playing a striker is a childs play) so I would like to ask for a tune up. Whatever you might think of would be nice.
"There are two things that cannot be ignored in life. One is a cannon, the other, a cannon ball." - Commander Patrick "Bombard" Bomba
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Well you are the TCTF player. How would you improve them?
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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@Ire Yosuke: You would like to improve TCTF black ops so you can play as him or you would like to improve theirs AI?
The Boy Who Knew Too Much
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Both. I can show you movies with me playing as black ops so you can mimic it a bit with the AI.
And as for the basic play. Their special moves need a bit more power for one. Two, the third punch in a row needs to be made a lot faster. Why? Because rearly click as far as the third punch, because if you do that any striker, bah even tanker, can get their combo done on you, perhaps a throw. Which is especial bad while fighting Muro. It would be batter if the third kick was a knock down not a stunner, that would open a whole lot of other possibilities. next, blocks. Blocking is fun, but if you do the shift+forward command (not the usuall roll) it's not counted as a roll, there for it does not block any attacks.
Strikers have a nice move - forward+kick. I think the black ops shift+kick should have the same "keep them away" effect.
"There are two things that cannot be ignored in life. One is a cannon, the other, a cannon ball." - Commander Patrick "Bombard" Bomba
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