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hehe yeah 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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I used Photoshop yeah. Your Golden tctf looks pretty good.
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AWESOME. Can't wait until this get's released. When will it btw?
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Soon maybe today .. every-time I say it's done I remember another place I forgot to edit 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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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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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.
If we don't change the direction we're going, we'll likely end up where we're headed.
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i don't know how to do that but i'll try/
guys suggest a script\ lines for that convo
"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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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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no I can't kill my casey !
but well i wasn't thinking of voice more like : lines appearing on the screen :\
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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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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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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
Last edited by Samer (11/05/12 23:11)
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@ avatars: have a look here
I hope Edt or Script can give you more explanation if needed.
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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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thanks Lukas yes that helps
well I don't know anything about programming, C or else though I've always wanted to learn more about computer programming .. ended up going into pharmacy 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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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
Last edited by Lukas Kreator (11/06/12 11:11)
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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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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 the speech that i wrote using dmsg is now under the black boxes, doesn't show :\ is there any way around that ? help me
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
Last edited by Samer (11/06/12 13:11)
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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>"
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is there a way i can know the door number ?
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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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do u know how I can know the door number Edt ?
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Maybe this will help:
http://ssg.oni2.net/subfold/doors/doors.htm
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Thanks Coyote !
Last edited by Samer (11/06/12 16:11)
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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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