Oni Central Forum

A forum for the Oni community

You are not logged in.

#1 11/10/07 07:11

Tantir
Member
From: Cracow
Registered: 06/10/07

Some mods with bugs

I cleaning my PC and i found ONI and some scripts.
I made them after phalanx but it isn`t finished like phalanx. neutral It`s too hard for me.;)
1. In TCTF Regional HQ
a) waves some bugs - it`s fight on 2 level of building. We are Konoko and we must shooting to the syndicate boys. TCTF troops helping us.
b) waves animation - a lot of bugs - same with little animation but it have milion bugs.
c) kill boss - same but now Konoko and barabas are target. their aren`t fight.
d) bad - on level 3, on cornice. We must kill sindicate, but i don`t know why it`s have bugs.
2. In TCTF regional HQ redux
You start on the roof of building. You have 60 sec to go to the ... room with shinatama and kill griffin. Every tctf troops are spawned. and p3_everything_breakable = 1 big_smile. I think it`s too hard.


Every mods are only on PC because i used chr_location

Don`t open my script in word Pad if you won`t contract psychic trauma. It`s horrible mess.:lol:


Sorry for my grammar.

Last edited by Tantir (11/24/07 02:11)

Offline

#2 11/10/07 13:11

geyser
Member
From: beyond the veil
Registered: 01/14/07
Website

Re: Some mods with bugs

"I don't have time for this..." Sorry.


Behold the power of that which is yet unborn! For the swirling images that flow forth from the Chrysalis are only a shadow of the sleeper's true power.

Offline

#3 11/10/07 15:11

Tantir
Member
From: Cracow
Registered: 06/10/07

Re: Some mods with bugs

I know it. I don`t want edit this scripts. I found it on my PC so i send it. If anyone  is bored can play with this.

Offline

#4 11/19/07 14:11

Tantir
Member
From: Cracow
Registered: 06/10/07

Re: Some mods with bugs

I have question, but I don`t want make more stupid topics.

... 

var int counter = 0;
... 

func void check_death(string ai_name)
{
    dprint check_death
    counter = counter - 1
    if (trigvolume_count(99) eq 0)
    {    
        if(counter eq 0)
        {
            sleep 210
            ai2_spawn a_t99
        }
    }
}

func void spawn(string ai_name)
{
    dprint spawn    
    counter = counter + 1
}

It is part of tctf_spawn_syndicate from  tctf folder.
If I mean it good, it is variable.

Basic value is 0.
When func death_check is begening value  reduceing to -1.
When func spawn is begening value  back to 0 and then a_t99 is spawning.
Am I right?



So why
...
var int mycounter  = 0;
...
func scount1 {
chr_wait_health lobby_striker_01  0
mycounter = mycounter + 1
}

if(mycounter eq 1)
        {
        dmsg "bla bla bla"
        }


doeswn`t working?

Offline

#5 11/20/07 04:11

m2
Member
Registered: 01/22/07

Re: Some mods with bugs

So why...

Because the if-clause isn't placed inside a function.

Make it:

func scount1 {
chr_wait_health lobby_striker_01  0
mycounter = mycounter + 1
if(mycounter eq 1)
        {
        dmsg "bla bla bla"
        }
}

or:

func scount1 {
chr_wait_health lobby_striker_01  0
mycounter = mycounter + 1
check_counter
}

func check_counter {
if(mycounter eq 1)
        {
        dmsg "bla bla bla"
        }
}

Offline

#6 11/20/07 07:11

geyser
Member
From: beyond the veil
Registered: 01/14/07
Website

Re: Some mods with bugs

@m2: Hey, nice to see there are "other" helpers! Respect.
I have written this offline, and I feel like posting it anyway.

Tantir, you should really pay more attention when dealing with scripts smile
Of course when you write func death_check you mean func check_death.
But you should never be careless or inaccurate about that kind of thing...
Otherwise you'll be likely to make similar mistakes in actual scripts.

Also pay attention when writing the piece of script you want help with:

...
var int mycounter = 0;
...
func scount1 {
        chr_wait_health lobby_striker_01  0
        mycounter = mycounter + 1
}
if(mycounter eq 1) {
        dmsg "bla bla bla"
}

The if statement is apparently not inside a function, which is meaningless.
Outside functions (at "global scope"), you can only have variable declarations.
Either put the if statement inside func main, or into another function.
(that depends on when and how exactly you want to test the mycounter variable)

(OK, this is basically what m2 already said; I'll just give a few extra remarks)

You should always try to: A) show a complete script; B) but a very short one.
Isolate the problem and eliminate everything that has nothing to do with it.
This is how you'll be able to understand where exactly the problem is.

Anyway, I think you mean the script to look like this:

...
var int mycounter = 0;
...
func scount1 {
    chr_wait_health lobby_striker_01  0
    mycounter = mycounter + 1
    if(mycounter eq 1) {
            dmsg "bla bla bla"
    }
}

Note the difference: the if statement is inside func scount1 now.



"If I mean it good, it is variable.": do you mean "If I understand it correctly"?
"begening": the correct spelling would be "beginning"; sorry for correcting.


About your example from tctf\tctf_spawn_syndicate.bsl

There are 4 characters involved: a_t04, a_t05, a_t06, and a_t99.
a_t99 is multi-spawnable, and the other 3 can only be spawned once.
a_t04 is never spawned by the original level logic.
a_t05 is spawned by func ta_53 (trigger volume ta_53t)
a_t06 is spawned by func tv_52 (trigger volume tv_52t)
a_t99 is spawned by func check_death (character death)

Whenever they are spawned, these 3 chars call func spawn, which increments counter.
Whenever they are killed, they call func check_death, which decrements counter.
That means that the basic value of counter is how many of these characters are alive.
(so counter can never be -1. It can only go up to 1 or 2 and then go back down to 0)
But! counter is also changed directly by func ta_53: it is augmented by 100.
That means that after func ta_53 does this, counter will always be 98 or less...

As you can see, every time a character dies, there is an opportunity to spawn a new a_t99 character.
An a_t99 is spawned only if counter is 0, that is, if all the other characters of the group are dead and if the spawning has not been disabled by setting counter to 100.
Another condition is that the trigger volume number 99 must be empty (i.e., no live characters in it).

So, here are the different ways that things can happen.
When you enter the "atrium" (room with the ramps), a_t06 will appear 2 floors above you.
It's a SWAT with a force field, a pistol, and 900 HP. He shoots blindly across the room.
(the Striker in front of him also shoots blindly across the room and also has 900 HP smile )
(there is also an Elite, likewise shooting blindly across the room and with 900 HP smile )

If you let him die before proceeding to the upper floors, he will be replaced with a a_t99.
a_t99 is not as dumb as a_t06 (he doesn't shoot blindly), but he can die rather easily.
If he dies before you proceed, he'll just keep respawning again and again, forever.
counter will keep going from 0 to 1 and back (actually 1 most of the time).

Anyway, when you proceed to the upper floors, there will be only one SWAT up there.
Either the a_t06 SWAT spawned originally, or one of the respawned a_t99 SWATs.

When you go up the first flight of stairs, a_t05 will appear next to the SWAT.
This is a girl with a gun. She, too, shoots blindly across the room. She has 40 HP.
At the same time, a_t06 (if he's still alive) has his health set to only 30 HP.
If he's already dead, then it doesn't matter, since a_t99 is a normal SWAT.
At that moment, the 4 blind shooters start actually shooting each other.

33 seconds later, counter will be set to 100. What does it mean?
If both characters (SWAT and girl) die before these 33 seconds, they will be replaced with yet another a_t99 SWAT. He will then keep respawning until the 33 seconds are over.
As long as one of them is still alive, a_t99 will not respawn. And if a survivor lives past 33 seconds, a_t99 will not be spawned when the survivor eventually dies.

In other words, it's as if the SWAT was respawning with a few rules:
*before the girl is spawned, he respawns as often as necessary
*he can no longer respawn 33 seconds after the girl has spawned
*he can not respawn while the girl is alive
Also, if a_t99 is about to respawn while the player is in the room where he spawns, the chain is completely broken.

Last edited by geyser (11/20/07 07:11)


Behold the power of that which is yet unborn! For the swirling images that flow forth from the Chrysalis are only a shadow of the sleeper's true power.

Offline

#7 11/20/07 15:11

Tantir
Member
From: Cracow
Registered: 06/10/07

Re: Some mods with bugs

Thanks for help guys. I understand it now. But i have other question.
Why, d@@n why, when character die, he lost his ID number or  he don`t  lost ID.

func wave1 {

SpawnNameLocationResetPowerupWeapon lobby_striker_01 2 300 400 -99  ammo  w1_tap
SpawnNameLocationResetPowerupWeapon lobby_striker_02 3 300 400 -144  ammo  w2_sap
SpawnNameLocationResetPowerupWeapon lobby_striker_03 4 300 400 -199  ammo  w1_tap
SpawnNameLocationResetPowerupWeapon lobby_striker_04 5 300 400 -255  ammo  w2_sap

SpawnNameLocationResetPowerupWeapon lobby_tctf_02 6 180 420 -185  ammo  w1_tap
...
fork wave2

ai2_kill
}   

func wave2 {
...

SpawnNameLocationResetPowerupWeapon garage_striker_01 2 300 400 -99  ammo  w1_tap
SpawnNameLocationResetPowerupWeapon garage_striker_02 3 300 400 -144  ammo  w2_sap
SpawnNameLocationResetPowerupWeapon garage_striker_03 4 300 400 -199  ammo  w1_tap
SpawnNameLocationResetPowerupWeapon garage_striker_04 5 300 400 -255  ammo  w2_sap

}

If i mark garage_strikers ID from 6 to 10 it won`t working too.

Sometimes only garage_striker_04 or garage_striker_02 teleport to my location.
Sometimes garage_striker_01 or garage_striker_0x teleport to my location.
It  make not sense.

if ai2_kill doesn`t working, so I kill all strikers by myself.
And what? Nothing.
And how it is possible:
  garage_striker_01 and  garage_striker_04 teleport to my location and others not.
I do chr_wait_animetype between  garage_striker_01 , 2 , 3 and 4. When func for 1 stricker is beginning  garage_striker_01 go to my location, but when func 2 is beginning nothing will hapen. func3 - nothing. And func4 -  garage_striker_04 on his position?

???

I know I`m complicate this especially with my english but it`s strange.
Aha, sometimes death corpse go to my location but not always.
I`m looking for bugs 2 hours but I found nothing. ;(

Offline

#8 11/20/07 16:11

geyser
Member
From: beyond the veil
Registered: 01/14/07
Website

Re: Some mods with bugs

We can't analyze your code unless we can have a look at func SpawnNameLocationResetPowerupWeapon.
It will also be better if there are no "..." in the code, and instead a minimal, but completely working script.

Last edited by geyser (11/20/07 16:11)


Behold the power of that which is yet unborn! For the swirling images that flow forth from the Chrysalis are only a shadow of the sleeper's true power.

Offline

#9 11/21/07 10:11

Tantir
Member
From: Cracow
Registered: 06/10/07

Re: Some mods with bugs

#### main function
var int mycounter = 0;
func void main(void) {

    env_show 401 1
    env_shade 401 913 .2 .4 .2
    env_show 402 1
    env_shade 401 913 .2 .1 .3
    env_show 403 1
    env_shade 401 913 .3 .1 .3
    env_show 404 1
    env_shade 401 913 .3 .2 .1
    env_show 405 1
    env_shade 401 913 .1 .3 .2
    env_show 406 1
    env_shade 401 913 .2 .1 .4
    env_show 407 1
    env_shade 401 913 .1 .4 .1
    env_show 408 1
    env_shade 401 913 .4 .4 .1
    env_show 409 1

    particle dishpulse do start
    particle sturm_ambient start
    gl_fog_blue=0.0
    gl_fog_red=0.0
    gl_fog_green=0.0
    gs_farclipplane_set 10000
    chr_location 0 180 420 -185
    chr_giveweapon 0 w1_tap 
    fork wave1 
    chr_givepowerup 0 ammo 5
    p3_furniture_breakable = 1
        
}




func wave1 {
ai2_shownames = 1
SpawnNameLocationResetPowerupWeapon lobby_striker_01 2 300 400 -99  ammo  w1_tap
SpawnNameLocationResetPowerupWeapon lobby_striker_02 3 300 400 -144  ammo  w2_sap
SpawnNameLocationResetPowerupWeapon lobby_striker_03 4 300 400 -199  ammo  w1_tap
SpawnNameLocationResetPowerupWeapon lobby_striker_04 5 300 400 -255  ammo  w2_sap

SpawnNameLocationResetPowerupWeapon lobby_tctf_02 6 180 420 -185  ammo  w1_tap

fork scount1
fork scount2
fork scount3
fork scount4
}


func scount1 {
    chr_wait_health lobby_striker_01  0
    mycounter = mycounter + 1
    check_counter
  }

func scount2 {
    chr_wait_health lobby_striker_02  0
    mycounter = mycounter + 1
    check_counter
  }

func scount3 {
    chr_wait_health lobby_striker_03  0
    mycounter = mycounter + 1
    check_counter
  }

func scount4 {
    chr_wait_health lobby_striker_04  0
    mycounter = mycounter + 1
    check_counter
  }



    func check_counter {
        if(mycounter eq 4) {
    dmsg "[g.Done]"
    wave2
    }
}
func wave2 {
    chr_location 0 180 420 -185
    chr_full_health 0
    chr_giveweapon 0 w2_sap 
    chr_givepowerup 0 ammo 5
    ai2_kill
    
    sleep 222


SpawnNameLocationResetPowerupWeapon garage_striker_01 2 300 400 -99  ammo  w1_tap

SpawnNameLocationResetPowerupWeapon garage_striker_02 3 300 400 -144  ammo  w2_sap

SpawnNameLocationResetPowerupWeapon garage_striker_03 4 300 400 -199  ammo  w1_tap

SpawnNameLocationResetPowerupWeapon garage_striker_04 5 300 400 -255  ammo  w2_sap
}


func SpawnNameLocationResetPowerupWeapon(string n, int l, float a, float b, float c, string p, string w){
    ai2_spawn(n) 
    chr_location(l, a, b, c)
    chr_inv_reset(n)
    chr_givepowerup(n, p, 100)
    chr_giveweapon(n, w)
    
}

Ok, it is my script. Sometimes  gs1, or gs2, sometimes gs1 and gs2 go to my location.

Last edited by Tantir (12/06/07 12:12)

Offline

#10 11/21/07 15:11

m2
Member
Registered: 01/22/07

Re: Some mods with bugs

chr_location(l, a, b, c)

l is the character index. It's set by Oni during runtime:

player - index: 0
next spawned character - index: 1
next spawned character - index: 2
...

Change your script to:

SpawnNameLocationResetPowerupWeapon garage_striker_01 1 300 400 -99  ammo  w1_tap
SpawnNameLocationResetPowerupWeapon garage_striker_02 2 300 400 -144  ammo  w2_sap
SpawnNameLocationResetPowerupWeapon garage_striker_03 3 300 400 -199  ammo  w1_tap
SpawnNameLocationResetPowerupWeapon garage_striker_04 4 300 400 -255  ammo  w2_sap

and it should work.

Last edited by m2 (11/21/07 15:11)

Offline

#11 11/21/07 16:11

geyser
Member
From: beyond the veil
Registered: 01/14/07
Website

Re: Some mods with bugs

It's a bit more subtle that what m2 just said.
First, there might be prespawned characters.
If there are, they will take up the first IDs.
In [lab], there are no prespawned chars.
So m2's correction is basically correct...
However, let's not confuse wave 1 and wave2:

func wave1 {
ai2_shownames = 1
SpawnNameLocationResetPowerupWeapon lobby_striker_01 1 300 400 -99  ammo  w1_tap
SpawnNameLocationResetPowerupWeapon lobby_striker_02 2 300 400 -144  ammo  w2_sap
SpawnNameLocationResetPowerupWeapon lobby_striker_03 3 300 400 -199  ammo  w1_tap
SpawnNameLocationResetPowerupWeapon lobby_striker_04 4 300 400 -255  ammo  w2_sap
SpawnNameLocationResetPowerupWeapon lobby_tctf_02 5 180 420 -185  ammo  w1_tap

fork scount1
fork scount2
fork scount3
fork scount4
}

Now the IDs passed to SpawnNameLocationResetPowerupWeapon correspond to their actual IDs, so chr_location will work properly for them.

Now for the other 4 ones. The problem is that a dead character does not free its ID until it has become a corpse.
If you keep looking at an enemy after you killed him, that will never happen. You have to look/run/jump away.
So there is no way to guess the correct IDs to use in wave2: any of the 5 you used before can be "occupied"!

ai2_kill does not help because all the characters you'd like to "kill" are already dead.
You also can't use chr_delete, because it also doesn't work on "pending corpses"...

There are a few ways to handle this. First, you may want to delete wave1 characters earlier.
Second, you may want to spawn all the characters you'll need at the start of wave1.
You can also either force the IDs of dead characters to be freed, or the contrary.
This last one has to do with character drawing and character "activation".
For example, if you set chr_draw_all_characters= 1 before wave1, then:

func wave2 {
    chr_location 0 180 420 -185
    chr_full_health 0
    chr_giveweapon 0 w2_sap 
    chr_givepowerup 0 ammo 5
    ai2_kill
    sleep 222
    SpawnNameLocationResetPowerupWeapon garage_striker_01 7 300 400 -99  ammo  w1_tap
    SpawnNameLocationResetPowerupWeapon garage_striker_02 8 300 400 -144  ammo  w2_sap
    SpawnNameLocationResetPowerupWeapon garage_striker_03 9 300 400 -199  ammo  w1_tap
    SpawnNameLocationResetPowerupWeapon garage_striker_04 10 300 400 -255  ammo  w2_sap
}

will always work, because wave1 characters will never turn to corpses.
That means there will be a penalty for performance, of course.
But it's the simplest way to make that simple script work.
Making characters "inactive" by hand would be better.
But it's more complicated, so I won't detail it now.

Last edited by geyser (11/22/07 13:11)


Behold the power of that which is yet unborn! For the swirling images that flow forth from the Chrysalis are only a shadow of the sleeper's true power.

Offline

#12 11/22/07 13:11

Tantir
Member
From: Cracow
Registered: 06/10/07

Re: Some mods with bugs

Thank you. Now i understand it, I think.

But it's more complicated, so I won't detail it now.

Yeah, no more complicates, and no more stupid questions. wink

EDIT:
Finally. i finish this script. Script isn`t awesome, clever, interesting, or very good but it is my  best script, because it haven`t bugs cool.

Last edited by Tantir (12/06/07 12:12)

Offline

#13 12/07/07 16:12

Tantir
Member
From: Cracow
Registered: 06/10/07

Re: Some mods with bugs

[LEVEL 9 Atmospheric Conversion Center (exterior)
I made another " mod with bug" but this time it`s stranger then early.
I called it "Striker`s rap" wink
1. I have a question. Can i use if (save_piont) { ... } in few function?? If yes so why it isn`t working in my script?

...
sleep 333
ai2_spawn new_67 
kill new_67 23 
chr_wait_health new_67 0
chr_location 23 1 2 2
if (save_point eq 0) {
chr_full_health 0
}
sleep 333
ai2_spawn new_6 
kill new_6 22 1
...

2.

Now for the other 4 ones. The problem is that a dead character does not free its ID until it has become a corpse.
If you keep looking at an enemy after you killed him, that will never happen. You have to look/run/jump away.

In this script it isn`t true. Even if I add chr_draw_all_characters= 1 ID`s  corpses lost ID`s. Or like I do In this script ( after chr_wait health striker 0 ,chr_location somewhere in da world) after few seconds corpse lost ID and dissapper. Why???
3. (unimportant question) Where in ACC is liliput striker?
4. Why first blue striker (I don`t remember name) is passive??
It`s all.
Aha. I know one bug but i have no idea how to repair it. (second question) If I kill my enemy too fast script won`t work. wink

Last edited by Tantir (12/07/07 16:12)

Offline

#14 12/07/07 16:12

m2
Member
Registered: 01/22/07

Re: Some mods with bugs

Can i use if (save_piont) { ... } in few function??

Yes, you can.

If yes so why it isn`t working in my script?

I've tested it and it works fine. (For savepoint 0 you have to click on the level name.)

In this script it isn`t true. Even if I add chr_draw_all_characters= 1 ID`s  corpses lost ID`s. Or like I do In this script ( after chr_wait health striker 0 ,chr_location somewhere in da world) after few seconds corpse lost ID and dissapper. Why???

I don't know.

Where in ACC is liliput striker?

There aren't any liliput striker in this level originally.

Why first blue striker (I don`t remember name) is passive??

No idea. But you can use "ai2_passive new_67 0" in your  function "fight" to disable his passive status.

If I kill my enemy too fast script won`t work.

Use the sleep command.

Wow. The wall is definitely one of the coolest script ideas I've ever seen. Marvelous.

Last edited by m2 (12/07/07 17:12)

Offline

#15 12/08/07 13:12

Tantir
Member
From: Cracow
Registered: 06/10/07

Re: Some mods with bugs

m2 wrote:

I've tested it and it works fine. (For savepoint 0 you have to click on the level name.)

Yes you right, it working. But yesterday it isn`t working, probably because I didn`t close oni after editing.

m2 wrote:

There aren't any liliput striker in this level originally.

So, who is that guy? wink)
12c4b75204bae5d6m.jpg

m2 wrote:

No idea. But you can use "ai2_passive new_67 0" in your  function "fight" to disable his passive status.

No it isn`t working, ai2_active and oters too.  I exchange new_67 to the other striker. wink

m2 wrote:

Use the sleep command.

Yes you right.

m2 wrote:

Wow. The wall is definitely one of the coolest script ideas I've ever seen. Marvelous.

wink;);):):):P

Thanks for your hints.

I almost done my script but I have more questions.

1. Why (in save_point 2 and 5) ai is more stupid then I??
2. How to force "wall guys" to "press CTRL" ?
3. I want add "Now I`m strike" and "You lose" sounds. How? I searching on wiki but i didn`t find anything.

In this version I add:
1. Two game modes
a) normal sp0 sp1 sp2
b) survival sp3 sp4 sp5
2. The level of difficulty
sp0 - easy
sp1 - normal-hard
sp2 - very hard
sp3 - normal
sp4 - hard
sp5 - very hard
3. If you survive more than 100 sec you should look at left(right....back... errr. wink

Last edited by Tantir (12/08/07 13:12)

Offline

#16 12/08/07 16:12

m2
Member
Registered: 01/22/07

Re: Some mods with bugs

So, who is that guy?

Because you've installed the "Seventh Anniversary Edition" (see this thread)? geyser wrote: "The mini strikers are there because they're in random skin pool."

No it isn`t working, ai2_active and oters too.

I've tested it with "ai2_passive new_67 0". It worked fine for me.

Why (in save_point 2 and 5) ai is more stupid then I??

I don't have these problems. I've tested savepoint 2 and the AI worked fine.

How to force "wall guys" to "press CTRL" ?

You mean to make them taunt? That's an animation.  Use the script command "chr_animate" to play it.

Konoko: KONCOMtaunt1
             KONCOMtaunt2
Striker: STRCOMtaunt1
Comguy: COMCOMtaunt1
Ninja: NINCOMtaunt1
         NINCOMtaunt2
Muro: MURCOMtaunt1
Elite: ELICOMtaunt1
TCTF: TCTCOMtaunt1
Tanker: TANCOMtaunt1
            TANCOMtaunt2
Red: REDCOMtaunt1
MutantMuro: MUTCOMtaunt1

I want add "Now I`m strike" and "You lose" sounds. How? I searching on wiki but i didn`t find anything.

Use the script command "sound_dialog_play" to play the sound.

"Now I strike.": c17_99_03striker (Edit: does not work; use c17_99_02striker; see also next post by geyser; thanks geyser)
"You lose.": c18_73_02striker

Last edited by m2 (12/09/07 05:12)

Offline

#17 12/08/07 20:12

geyser
Member
From: beyond the veil
Registered: 01/14/07
Website

Re: Some mods with bugs

@ "Now I strike": actually "sound_dialog_play c17_99_03striker" won't work because you need to provide the name of an OSBD, not that of a SNDD.
"sound_dialog_play c17_99_02striker" will work, but it will also play "You're going down" and "I'll finish you" along with "Now I strike", at random.

"Why (in save_point 2 and 5) ai is more stupid then I?" Questions like these don't sound like questions to me. I have no idea how to answer them.

"The mini strikers are there because they're in random skin pool." That's a misquote. They are in the same pool (aka ONCV) as "easy" Strikers.
The spurious mini strikers show up if: there is an "easy" striker; that striker is specified to have a randomized appearance; the mini striker is chosen.
So only a few strikers can appear as mini, and even those do it only 25% of the time. Also, this is as good as fixed; just wait for the next version smile

About chr_draw_all_characters= 1 not keeping characters from turning to corpses:

In this script it isn`t true. Even if I add chr_draw_all_characters= 1 ID`s  corpses lost ID`s. Or like I do In this script ( after chr_wait health striker 0 ,chr_location somewhere in da world) after few seconds corpse lost ID and dissapper. Why???

Hm, you're right. Use chr_death_lock on every character then:
For, example, in level 1 SP1, before killing the first thug, type:
chr_death_lock A_t48 1
You can then kill him and go through the whole level if you want, and then type:
chr_location_settocamera 1
and his "corpse" will warp to the camera. chr_death_lock keeps him from "really really dying".
Actually, you may want to delete him after some time (and free up his ID). Then just type:
chr_health 1 1
chr_delete A_t48
(chr_delete won't work unless you bring him back to life a little bit smile )
This way you can choose exactly when a character's ID will be freed.

So, to sum up: shortly after a character spawns, use chr_death_lock
After he dies, chr_delete him whenever you want, e.g., before a wave.

"No it isn`t working, ai2_active and oters too.  I exchange new_67 to the other striker."
Please provide the exact name of the character that's giving you problems, if you can.

Last edited by geyser (12/08/07 21:12)


Behold the power of that which is yet unborn! For the swirling images that flow forth from the Chrysalis are only a shadow of the sleeper's true power.

Offline

#18 12/16/07 15:12

Tantir
Member
From: Cracow
Registered: 06/10/07

Re: Some mods with bugs

Finally, I finished my script.  It was few days ago so ... i don`t remember what i add. wink

And I made another script. wink
in LEVEL 3
I playing Titan mod and I think "It`s too hard"
So I add 2 agents. They`re stronger than normal and they following you. I add few enemies and edited Intro and "bomber" cutscene. 
Also You can hailing agents! wink

BTW: In this week people create more script then normal, aren`t it?

Last edited by Tantir (12/16/07 15:12)

Offline

#19 12/16/07 16:12

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: Some mods with bugs

Everybody has these complicated waves of enemies scripts D:

All mine are super short...except the DL port, but that was a pain, and not much origional thinking (just debugging)


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

Offline

#20 12/17/07 03:12

s10k
Member
Registered: 01/14/07
Website

Re: Some mods with bugs

Looks very nice scripts. I need to test them all. tongue Never saw so many people working in this game. ;D

Offline

#21 12/17/07 10:12

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: Some mods with bugs

We all need to make one awesome script of awesome yummy goodness...


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

Offline

#22 12/17/07 11:12

m2
Member
Registered: 01/22/07

Re: Some mods with bugs

@Tantir:

The wall script works fine.

And I made another script.

You should have mentioned that this script requires the "Seventh Anniversary Edition". The script crashs without it because of chr_set_class.

Offline

#23 12/17/07 15:12

s10k
Member
Registered: 01/14/07
Website

Re: Some mods with bugs

Pretty nice scripts my favorite is rap strikers, the idea is excellent. Strikers dance too much. lol. The bio crash. The first is also funny.

Last edited by s10k (12/17/07 15:12)

Offline

#24 12/17/07 15:12

m2
Member
Registered: 01/22/07

Re: Some mods with bugs

The bio crash.

Search for chr_set_class and disable them with a #.

Offline

#25 12/17/07 15:12

s10k
Member
Registered: 01/14/07
Website

Re: Some mods with bugs

m2 wrote:

The bio crash.

Search for chr_set_class and disable them with a #.

Yeh nice script. Is working now. big_smile

Offline

Board footer

Powered by FluxBB