But what about Mukade's infinite combo? If you have an enemy against a wall, you can PPKPPKPPKPPK forever They never fall down and the stagger from his kick sets them up for another PP. Against most opponents though, it's really unecessary because his PPKKKK combo kills lower level units.
]]>at the very least we'd like to add "must-have" scripting functions.
That would be great! Then Mac users will be able to play more of the modded scripts.
I really miss chr_focus. Makes it very hard to experiment in realtime with a level from the console.
]]>I still can't get the willow kick to work for me... it gets blocked every time I pull it off...or it ends up hitting someone unaffected.
]]>at the very least we'd like to add "must-have" scripting functions.
That would be great! Then Mac users will be able to play more of the modded scripts.
]]>Note that cutscene animations are a PC-only feature at the moment.
at the moment... hmmm... does this mean the Oni dev team has something up their sleeve?
]]>so, geyser, what you are saying is that one way to simplify the control is by using the WASD to perform combo without clicking mouses?
]]>what's konoko payne? how can you make them easier in Oni?
Konoko Payne is a hobby project by a guy called Pierre: http://www.codercorner.com/Oni.htm
Remarkably, Pierre has made most of Konoko's combos much easier to pull off than in Oni.
There are a few ways to simplify Oni's combos.
First, by tweaking timers in Oni's animation data (TRAM).
That can make some button-pressing time spans larger.
Second, one can "bind" specials to improbable non-combat moves, with scripts.
A trivial thing is, e.g., to wait for a taunt animation and override it with a DSK.
Another, less trivial thing is to detect specific, timed sequences of movements.
For example, you can do a RTK by pressing LEFT, RIGHT in quick succession.
And a LTK by pressing RIGHT, LEFT. And a WK by pressing BACK, FORWARD.
Here's an example of one such "new combo" I set up for Konoko a while ago:
http://oni.bungie.org/forums/index.php? … #post_4839
Finally, you can use so-called "cutscene animations", bound to 2 hotkeys. In order for the hotkeys to work, you have to be "recording" a "film"...
The default hotkeys are F2 and F3, which you can bind to any animation, e.g., by "scripting" sc_bind_f2= KONCOMkick_heavy at the console.
The default keys for starting/stopping film recording are F9/F10. To use those hotkeys, you have to either edit key_config.txt or use the Dev Mode.
Note that cutscene animations are a PC-only feature at the moment.
now, i would like ask is there a good way to string devil spin kick or rising fury into combos?
]]>I second gorilla's second question, not because I want it to happen but out of curiosity.
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