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I was thinking how cool it would be to do ninja dodges as Konoko...so I did it...
func ninjamoves
{
fork ninjafw
fork ninjabk
fork ninjalt
fork ninjart
}
func ninjafw
{
chr_wait_animation 0 KONCOMcrouch_fw
chr_animate 0 NINCOMcrouch_fw
fork ninjafw
}
func ninjabk
{
chr_wait_animation 0 KONCOMcrouch_bk
chr_animate 0 NINCOMcrouch_bk
fork ninjabk
}
func ninjalt
{
chr_wait_animation 0 KONCOMcrouch_lt
chr_animate 0 NINCOMcrouch_lt
fork ninjalt
}
func ninjart
{
chr_wait_animation 0 KONCOMcrouch_rt
chr_animate 0 NINCOMcrouch_rt
fork ninjart
}
I'm also thinking of how cool it would be to do Megaman Zero moves...double jumping is entirely possible...but wallgrabbing isn't (unless theres some hidden coding feature to detect konoko hitting a wall...Dashing is just a matter of having ninja dadges chained...
Last edited by Gumby (12/15/07 16:12)
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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Nice!
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Thanks...the multi jump mod should be made tomorrow...erm...today -_- 2AM is time for bed...seriously
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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Yuck...I can't get it to work...are there any cutscenes where Konoko does a normal jump?
I can't even get her to do that, much less do it in midair -_-
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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One that may help you - intro to TCTF Redux, where Konoko jumps (and shoots the glass). It's a normal jump though (I think...)
TCTF SWAT: Striker, you're under arrest.
Striker: H4h, y0u c4n'7 570p m3!!!
TCTF SWAT: Damn it, learn to spell!!!
CURRENT PROJECT - 'Nemesis' V1.0 Released
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thats what I want...a normal jump...let me check that out...
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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playback 0 IntroKonoko01
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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a playback is made up of a chr_animate and a chr_envanim though.
if you put up the menu in the corner showing the animation, it should show up
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Yeah...I've been trying to figure out how to do that...do you know how?
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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chr_debug_characters=1
chr_debug_target=0
? I donno... A guess would be that from the Barabas thread.
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I'm guessing that its the env animation that can change animation state and type ...or something...
My other idea involved momentarily turning noclip on, but then I need to get her to land...and something odd goes on there
Maybe geyser or someone in the know can illuminate us about environment animations, or at the very least where to find them?
---
Interestingly enough, Konoko (and the other females based on her) are the only ones who cant attack while flailing...
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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Does anyone have any ideas about this? I still want to do it >_>
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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How do I get the ninja mod to work? (Sorry im noob )
"It is not hatred but indifference that will destroy us." -Unknown
"One death is a tragedy. The death of a million is a statistic" -Joseph Stalin
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Paste it into a txt document, and change the name to, say, ninjamoves.bsl and put it into the global folder in IMGD (make it if you don't have it)
In the main file, somewhere near the end, add "ninjamoves"
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"fork ninjamoves"
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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I thout it worked without the fork? Or was that one of the things NOT to do using global? forgot.
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Ahh...I use forks for everything. If you don't fork that it will just stop the script at ninjamoves and not load the rest of the level.
FYI: Going to Eastern Washington for State level ensemble competition. Wont be back till Saturday night. I might be on Sunday.
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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I was thinking how cool it would be to do ninja dodges as Konoko...so I did it...
func ninjamoves { fork ninjafw fork ninjabk fork ninjalt fork ninjart } func ninjafw { chr_wait_animation 0 KONCOMcrouch_fw chr_animate 0 NINCOMcrouch_fw fork ninjafw } func ninjabk { chr_wait_animation 0 KONCOMcrouch_bk chr_animate 0 NINCOMcrouch_bk fork ninjabk } func ninjalt { chr_wait_animation 0 KONCOMcrouch_lt chr_animate 0 NINCOMcrouch_lt fork ninjalt } func ninjart { chr_wait_animation 0 KONCOMcrouch_rt chr_animate 0 NINCOMcrouch_rt fork ninjart }
Thanks, these moves were very cool
According to your codes, I made some another:
func moves
{
fork konmove1
fork konmove2
fork konmove3
fork konmove4
}
func konmove1
{
chr_wait_animation 0 KONCOMcomb_p_p_p
chr_animate 0 MURCOMcomb_p_p_p
fork konmove1
}
func konmove2
{
chr_wait_animation 0 KONCOMcomb_k_k_k
chr_animate 0 MURCOMcomb_k_k
fork konmove2
}
func konmove3
{
chr_wait_animation 0 KONCOMkick_low1
chr_animate 0 KONCOMbk_fw_kick
fork konmove3
}
func konmove4
{
chr_wait_animation 0 KONCOMkick_fw
chr_animate 0 KONCOMcrouch_kick_fw
fork konmove4
}
That means you can make a combo likes this:
p p p k k k k+fw (or 'kick low', if you want)
So you can make a combo with 7 hits
Notice that in the 3rd kick, you can spam it again, again, and again...
Last edited by love_Oni (05/13/08 10:05)
The Boy Who Knew Too Much
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Interesting, I'll have to try this. There's a lot of potential with chr_wait_animation, that's for sure. I'm glad it works on the Mac too. And I only just recently tried Gumby's original ninjamoves script, so thanks, Gumby! It would really suit a black ops/ninja Konoko to have moves like that (like the one that coool posted, where he applied Mukade's clothes to Konoko).
Check out the Anniversary Edition Seven at ae.oni2.net!
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If the kick is spammable, add a sleep timer or block to animations.
And guys, I am still looking for a way to freeze konoko in mid air (ie stop all motion). Anyone got any ideas?
...
Also...where the heck did the animations section of the wiki go?! I was going to take a quick look at it, but it is gone .
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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Gumby: did you mean this page: http://wiki.oni2.net/index.php/Gameplay/Combat_moves
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Yes. I couldn't find any way to get to it from the front page, and failed at searching...
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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You had to click on "Tips" under "For Players", then scroll to the bottom to find the link to the Combat move database. I've reworded "Tips" to hopefully be more explanatory in the future. Also, you can type "Combat moves" into the Search box and hit Enter, and you'll be redirected to the correct page.
Check out the Anniversary Edition Seven at ae.oni2.net!
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Wasn't there a similar page called animations?
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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