It's far away from perfect, but I hope you will like it ^_^
]]>As I tried it out on Difficulty Hard I thought, that it is unplayable, but with a lot of luck, the SBG and the Screaming Cannon, I was able to kill all enemies on Save Point 1 and to pick up the DATAPAD on the crane two times this week.
I have recorded a video of the WareHouse Mod Save Point 1 on Difficulty Hard
Oni Mod 91001 WareHouse (a great challenge)
I hope you will like it. Keep up the good work ^_^
]]>You can either wait for help or if you are in a haste you can backup your data from "Oni\AE\AEInstaller\packages" and reinstall AE.
(General notes about mod development.)
From there you should solve one problem after another: install the working parts of your mod and then one thing that doesn't work.
I know you want to surprise people with your mods but if you unsure how to track down problems it will be easier for other modders to help you if you upload you current files. Or you ask someone per email so no files are revealed to the rest of the community.
Use more debugger messages to see where code breaks. (E.g. one line for each function at begin and end, and for each "if" statement.)
As alternative to dprint blabla you can also use dmsg "bla bla".
This way bla bla is also shown when dev mode is off.
Can anyone help me with this for Manufacturing Plant:
I could not get any powerup to spawn for the different difficulty though if I were to enter Dev Mode and manually type powerup_spawn hypo 1234 the hypo will appear. I presume the same will happen for the enemies. This is the same way I've inserted it through Syndicate Warehouse BSL, It works there but not on Manplant.
This is the manplant_main bsl.
#
# CZ_main.bsl
#
func void main(void)
{
env_show 555 0
#obj_create 1101 1111
obj_create 1201 1208
#env_anim 1101 1111
env_anim 1201 1208
gl_fog_blue=.15
gl_fog_red=.15
gl_fog_green=.15
gl_fog_start=.98
gs_farclipplane_set 5000
dprint("Main called");
if (difficulty() eq 0){
dprint("Easy Mode");
}
if (difficulty() eq 1){
dprint("Normal Mode");
}
if (difficulty() eq 2){
dprint("Hard Mode");
}
func_start
if (my_save_point eq 0)
{
intro
}
}
var int my_save_point;
var int brain_counter_var=0;
var int striker_counter=2;
var int backup1a_counter=1;
var int backup1b_counter=1;
var int mus_cool4_playing=0;
var int alarm_counter;
This is the manplant_level_logic bsl
### MANPLANT LEVEL LOGIC###
# START, SAVE & OBJECTIVES
func void func_start(string ai_name)
{
dprint start_active
particle lock_1_locklight01 do start
particle guardroom_2_locklight01 do start
particle foyer_right_locklight01 do start
particle brainlock_2_locklight01 do start
chr_forceholster 0 1
trig_hide 205
trig_hide 204
trig_hide 2042
trig_hide 203
trig_hide 2032
trig_hide 202
trig_hide 2022
trig_hide 2023
trig_hide 201
trig_hide 2012
trig_hide 2013
particle febtober1_locklight01 do start
particle save1a_locklight01 do start
if (save_point eq 0)
{
my_save_point=0;
if (difficulty() eq 0){
powerup_spawn cell 7016
powerup_spawn ammo 7017
}
if (difficulty() eq 1){
powerup_spawn ammo 7010
powerup_spawn cell 7011
powerup_spawn hypo 7012
powerup_spawn shield 7013
powerup_spawn cloak 7015
weapon_spawn w20_lzr 7014
}
if (difficulty() eq 2){
powerup_spawn hypo 7012
}
particle vent03 start
}
if (save_point eq 1)
{
my_save_point=1;
particle vent03 start
if (difficulty() eq 0){
powerup_spawn cell 7016
powerup_spawn ammo 7017
}
if (difficulty() eq 1){
powerup_spawn ammo 7010
powerup_spawn cell 7011
powerup_spawn hypo 7012
powerup_spawn shield 7013
powerup_spawn cloak 7015
weapon_spawn w20_lzr 7014
}
if (difficulty() eq 2){
powerup_spawn hypo 7012
}
ai2_spawn partner_cop_1
ai2_spawn partner_cop_2
ai2_spawn ambush_striker_1
ai2_spawn ambush_striker_2
ai2_spawn ambush_striker_3
chr_delete Recep
door_lock 1
door_lock 4
restore_game
ai2_attack partner_cop_1 ambush_striker_1
ai2_attack partner_cop_2 ambush_striker_3
music_script_start();
sleep 30
set_objective_1
}
if (save_point eq 2)
{
my_save_point=2;
dprint restore2_active
door_lock 1
door_lock 4
door_lock 11
door_lock 12
door_lock 13
door_unlock 3
door_unlock 19
trigvolume_enable nook_1 0
trigvolume_enable nookright 0
trigvolume_enable tech_1 0
trigvolume_enable bait_1 0
trigvolume_enable tech_ambush_1 0
chr_delete Recep
chr_delete extra_thug_1
if (difficulty() eq 0){
powerup_spawn cell 7016
powerup_spawn ammo 7017
}
if (difficulty() eq 1){
powerup_spawn ammo 7010
powerup_spawn cell 7011
powerup_spawn hypo 7012
powerup_spawn shield 7013
powerup_spawn cloak 7015
weapon_spawn w20_lzr 7014
}
if (difficulty() eq 2){
powerup_spawn hypo 7012
}
ai2_spawn hall_striker_1
console_deactivate 1
console_deactivate 9
particle lock_1b_locklight01 do start
particle lock_1a_locklight01 do start
particle save1b_locklight01 do stop
particle febtober1_locklight01 do start
particle vent01 start
particle vent03 start
restore_game
sound_music_start atm_low_perc1 0.90
sleep 30
set_objective_1
target_set (123,30)
}
if (save_point eq 3)
{
my_save_point=3;
dprint restore3_active
door_lock 1
door_lock 12
door_lock 13
door_lock 25
door_unlock 19
door_unlock 3
trigvolume_enable nook_1 0
trigvolume_enable nookright 0
trigvolume_enable tech_1 0
trigvolume_enable bait_1 0
trigvolume_enable Griffin 0
trigvolume_enable lowthug_1 0
trigvolume_reset febtober
trigvolume_reset febtober2
chr_delete Recep
console_deactivate 10
particle lock_1b_locklight01 do start
particle lock_1a_locklight01 do start
particle vent01 start
particle vent03 start
if (difficulty() eq 0){
powerup_spawn cell 7016 1
powerup_spawn ammo 7017 1
}
if (difficulty() eq 1){
powerup_spawn ammo 7010 1
powerup_spawn cell 7011 1
powerup_spawn hypo 7012 1
powerup_spawn shield 7013 1
powerup_spawn cloak 7015 1
weapon_spawn w20_lzr 7014 1
}
if (difficulty() eq 2){
powerup_spawn hypo 7012 1
}
ai2_spawn low_thug_1
ai2_spawn low_thug_2
restore_game
sleep 30
set_objective_3
}
if (save_point eq 4)
{
dprint save_point_4
my_save_point=4;
dprint restore4_active
particle brainlock_2_locklight01 do stop
particle brainlock_3_locklight01 do start
door_lock 26
door_unlock 27
trigvolume_reset lockit
trigvolume_enable save_point4 0
brain_counter
trig_show 202
trig_show 204
trig_speed 202 .2
trig_speed 204 .2
trig_hide 2023
trig_hide 2013
particle brain start
particle brain1 start
restore_game
sound_ambient_start deadlybrain_sound 0.75
sleep 30
set_objective_4
}
}
func void you_lose(string ai_name)
{
sleep 240
fade_out 0 0 0 180
sleep 240
lose
}
And a second problem is why when I use Paradox's Muro Kamehameha Mod (For the Blue Particle) and rename it (eg to BINACJBOw20_lzr) etc for a new weapon to use that blue particle while WM Cannon retains it's orange lava, the whole game crashed. No matter how I tweaked it, even just leave the 4 blue particles in level2_Final Folder, Blam Oni Crashed... Anyway to create a new weapon (The current w20_lzr) to emit the blue flame while WMC still shoots orange flame. Best if the weapon can be level exclusive (It works for Syndicate Warehouse though).
Thanks in advance for any help.
EDIT: I am suddenly unable to access AE Installer. It has been ok for bout an hour or two of bsl testing and so and I have not changed anything other than the package and my test mod (separate from the oni folder) on and when I connected to the internet, this happens... 'This programme has to be placed in the subfolder AE/AEInstaller/bin inside a vanilla Oni folder. The full path of the .jar-file has to be: OniFolder/AE/AEInstaller/bin/AEInstaller2.jar' . It IS in AE/AEInstaller/Bin! And I'm automatically forced to dl a whole new package inside this bin with another bin! I DID NOT EVEN CHANGE ANYTHING... Could I've been hacked? Kindly help TYVM !
]]>@S10k tks for uploading it.
@Loser, Thanks for ur feedback and suggestions. I appreciate it. I kinda agree with u. That's why I had it till SP1 only and wonder if I should continue in that direction. If I keep the HP unchanged, it'll be too easy. Though I guess I should reduce their HP. I had envisioned it to be like a crazy extreme battle of a whole gang vs one Konoko fight though. And yes ur strategy is kinda the best way to win. Though it kinda makes it more of tricking AI/luck than skills.
Is there anyway to force retain the ballgunner thug so he won't fall?
I guess the throw immunity one would be ok, in later levels but not for level 1. As for defeating a certain enemy to unlock the next room. Why not! It would force the player to battle Thugboss, and a little tougher challenge of going to the opposite site of the final warehouse room to defeat an enemy to unlock the console at the other end, within the time limit. How do I script this?
Btw, ur mod was 8 yrs ago! Wow, if only I had as much time now as then. Cool mod tho, I remember trying particle trail or something along the mod.
I guess I need some calculative balance for hard mode and I think I shall focus on Normal mode for the upcoming levels, to make warehouse hard mode tougher than mountain normal, yet maintaining balance. Still, anyone up for an extreme challenge can try hard mode and get to SP2 off the time being. I'll test with lesser Hp and enemies in the mean time.
PS: Have anyone found the hidden weapon? The Desert Eagle! And how was the battle with Thug Boss?
]]>Normal mode is absolutely OK from my point of view. Slightly modified Warehouse - why not. I reminds me of my very first modfication:
Nostalgia trip ^_^
My apologies to say this, but from my point of view hard mode is unplayable. It is a chore and not a game.
I openly admit I didn't finish it. Got to the point where the only thing left was to jump for the LSI (enemies dispatched, I had left about 3/4 of HP). Failed the jump, killed myself by fall, exited the game.
It is your mod, so do whatever you strive for, however if I may offer my opinion on the HARD mode:
If you wish to give Oni players a fresh challenge, it would be a good idea try to think of crafty ways how to surprise player in combat instead of simply steamrolling the player with sheer number of mooks.
If you insist on having a large quantity of mooks, I suggest reducing their health. I personally find it not challenging but downright insane to throw at player a horde of thugs who can survive Konoko's backbreaker or (separate case) multiple small SBG blasts. Tankers and elites are truly a nightmare (in negative sense of word), capable of tanking through a point-contact delayed SBG blast (it deals over frikkin 240 HP damage!) and still having enough HP for at least one triple hit combo before they finally give in. Such a durability is in my opinion OK for bosses, but definitely not for semi-regular enemies.
If these have high HP because player should deal with them via environment (luring to edges of high falls then kicking them down), then it would be OK if it wasn't for the army of high HP mooks which in my opinion effectively thwarts any kind of reasonable strategy. The only regulary working strategy is to grab the shield and the beginning, pray your luck the SBG guy falls off the crane in the first thug-army infested area, then jump on a specific crate within that area, lure all the mook army into the corner between two crates and pepper them with several SBG shots. Any other strategy (e.g. the aforementioned kicking over high edges) is according to my tests a russian roulette with four chambers loaded. The one I described yields regular satisfactory results. And it is a strategy which relies on AI clumsiness, not on some solid game mechanisms.
Finally, in my opinion having an army of high HP mooks and giving these mooks quite a number of weapons and ammunition does not add to a sense of a rich gameplay, but to an utter luckplay. One simply tries to abuse each and every AI trick (crate corner herding, uneven ground sweeping, limited AI awareness abuse) and prays the AI won't have a moment of brightness and will fall for it.
And now for some HARD mode suggestions:
Personally I would decrease either mooks' HP or number of mooks.
Instead of steamrolling the player with sheer numbers, how about giving enemies some judo lessons? I am not talking about making enemies unstoppable (cannot be knocked down, cannot be thrown), I am talking about a small script which will make enemies perform a throw escape. Scripted throw immunity. Now that could be refreshing experience and a challenge in my opinion.
How would you like the idea of locking each area's console and having the player to defeat a certain enemy (maybe some harder or some well hidden enemy) to obtain a passkey so the console can be used to progress?
Of course, all of these are just my observations, hints and suggestions. If you think your way of handling the HARD mode is the correct one and I just didn't played it the proper way you envisioned (and thus I failed), then of course keep modding the way you do and have fun, that's what modding is about ^_^
]]>Thanks for the interest!
@S10K , Sure, you could post in the mods depot. I used the Vago to create the packages tho I'm not sure how to add dependencies. Casey isn't really needed though he is just a bonus, the regular TCTF would appear if he's not installed.
Btw, u guys could try with Brutal AI if you'd like And Just a hint, there are 2 Hypos, 2 Ammos and 2 Energy Cells and a Force Field to be found in Normal Mode. See if you can find them all.
Anyone can get past Hard yet to SP2?
Added to the depot.
Dependencies works as follows:
In the "Depend Packages" field write the decencies packages number (separate multiple dependencies by commas), example: "23500, 23200" (ignore the quotes). This will require that both Casey and Gold TCTF mods are installed when the user plays your mod.
]]>@S10K , Sure, you could post in the mods depot. I used the Vago to create the packages tho I'm not sure how to add dependencies. Casey isn't really needed though he is just a bonus, the regular TCTF would appear if he's not installed.
Btw, u guys could try with Brutal AI if you'd like And Just a hint, there are 2 Hypos, 2 Ammos and 2 Energy Cells and a Force Field to be found in Normal Mode. See if you can find them all.
Anyone can get past Hard yet to SP2?
]]>If you want I can post it at mods.oni2.net (it will appear in AEI2).
Keep the good work.
btw you can create new AEI2 packages with Vago application (in case you want to use any new AEI2 features like dependencies so people will be forced to play it with casey package for example).
]]>How for Hard Mode!
]]>