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#1 11/06/09 22:11

Mukade
Member
From: Ottawa, Ontario - Canada
Registered: 05/29/07

Special Force Mod

right now, it's just sumthin i came up with and have been thinking and turning it around in my head, and it seems possible, with more BSL skill on my part.

Essentially this mod, in theory, will make the levels much much harder, a bit like Ifd did with his map, but maybe more extreme, the upside will be you will have team mates, a bit like the Casey mod smile

the twist on this is that, hopefully, you will be able to switch characters between your team members, each with different skills. Heres my thoughts:

Marksman: Would be equipped with a Mercury bow, would have a steady flow of ammo, however not infinite, he would get an extra ammo clip every minute or two...
His melee would be limited, maybe a regular TCTF combat, theyre not especially easy to play.

Hand-to-hand Combat Specialist: This would be the main fighting class, would most likely be Fury, Ninja, or Konoko (i will try to make this customizeable, so you can have who you want as hand to hand specialist, depending on preference) Either recieves a hypo every once in awhile, or very slowly regenerates health.

Hacker: Again, limited melee combat, but he would be the only one who could activate consoles. He would have a good amount of HP alotted, because if he died, it would be hard to pass a level. ( i may try to find a way to make it simply harder to get thruogh consoles, this is sketchy, and probably subject to change) would also be equipped with a force shield, that recharges (either slowly, or in large chunks over longer spans of time)

I'm trying to think of one more class, but I really can't think of one, if worst comes to worst i'll leave it at three, im thinking a stealth class, that can use a phase cloak every once in awhile. Maybe a demolitions, although that would be disastrous in the hands of AI, My last choice would be team leader, but im sure what attributes he would have

There would be a squad command system (I'm debating to make the team leader the only one who can issue commands :-/ we'll see) So you would be able to tell your team mates to stay, attack someone go somewhere etc... this part would be complicated and i think would take some work. Also be very awkward to have to type in every command in console tongue we'll see how that turns out (maybe ill have a pause mode like Leus, in which i can issue commands, then unpause and they execute, i dunno)

All team members would have high health,


I hope to do this mod myself, but i may as well share my thoughts, and ask for input and ideas. Also, tell me what you think would not be possible to do. The one thing I KNOW i can do is just the general team, and the swtich character funtcion, the rest is in the air

Last edited by Mukade (11/06/09 22:11)


"He looks mean enough to tear my arm off and beat me to death with it. In fact, he looks mean enough to tear his OWN arm off and beat me to death with it."

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#2 11/06/09 22:11

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

Re: Special Force Mod

It will be complicated, but it might be possible (made easier with the next Daodan). Good luck. smile


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
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#3 11/06/09 22:11

Mukade
Member
From: Ottawa, Ontario - Canada
Registered: 05/29/07

Re: Special Force Mod

sounds good, i dont expect this to be released anytime soon, I'm not even gonna work very hard on it, ill be sketching out details for awihle, then ill just work on it at my leisure, maybe if im doing good ill speed it up, so iit's not gonna be out for at leasta  few months, just thought i'd give a heads up, and ill keep updating this post with progress and questions (hopefully more progress than questions but we'll see) progress is gonna be slow enough but this will definately help with my BSL skills

Yes it will be complicated, but ima start just the general team layout and a switch character funtion and keep adding functions from there... btw, you have any ideas for a fourth member?

Last edited by Mukade (11/06/09 22:11)


"He looks mean enough to tear my arm off and beat me to death with it. In fact, he looks mean enough to tear his OWN arm off and beat me to death with it."

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#4 11/06/09 22:11

Leus
Member
From: Boone, NC
Registered: 05/28/09
Website

Re: Special Force Mod

Stealth guy is definitely cool.  He should have low HP but the ability to activate phase cloak for like 10 seconds or something every once in a while.

Hacker, I don't really see him as being a good/necessary character.  I feel like having him be the only one who can activate consoles would just kind of be annoying, not really cool.  I suggest, instead, a "Heavy" guy.  Maybe SWAT, extra HP of course, maybe with the ability to activate a force shield every now and then?  And maybe combine him with your demo guy and make him blow up on death/have an SBG.  Lol.

So with this idea, it is "legal" to get through the level with some of the team dying?  It wouldn't be necessary to keep them all alive?

EDIT:  Also, of course all these guys should have extra HP in general.  Like, Konoko should definitely be a character.  She's a great hand-to-hand specialist anyway and possibly team leader if you decide to go that route.  She has 200 hp.  Marksman I also dig, maybe he could have somewhere in the 100-150 range?  The stealth guy should have like somewhere around 50-100 probably or something, maybe that's getting too low actually...

Actually, you know, Konoko isn't supposed to have ridiculously super health anyway.  Marksman should probably have around 200 HP, too.  Stealth guy 100+ for sure.  Heavy guy 300+.  If you go with that idea.

Anyway I love this idea, btw.

Last edited by Leus (11/06/09 23:11)


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#5 11/06/09 23:11

Leus
Member
From: Boone, NC
Registered: 05/28/09
Website

Re: Special Force Mod

Dude I'm so tempted to make this mod I'm not gonna lie, but I feel like that'd just be a dick move.  But I wanna play it lol.

Edit:  I can't imagine how that command-giving system is gonna work very well...  But I think an essential one is being able to tell them to STAY PUT when you need them to, and that's totally doable.

Edit edit:  DUDE.  We should totally make this a group project.  Samoko could design the unique characters for our team--probably just slight modifications of existing ones.  In fact, I suggest Konoko as the hand-to-hand and probably Casey as the marksman.  Maybe the stealth guy could be a comguy with ninja-ish moves?  And the heavy could basically just be a SWAT, but maybe with like some extra moves to be more badass?

Anyway, then me and you could both work on scripting, Mukade, since it's a lot to undertake as just one person.  And of course all of us could collaborate on ideas.  Sorry, Samoko, I just added you to this project.  I'm assuming you'd be down if Mukade is, but if not hey.  Whatevs.  smile

Last edited by Leus (11/06/09 23:11)


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#6 11/06/09 23:11

Mukade
Member
From: Ottawa, Ontario - Canada
Registered: 05/29/07

Re: Special Force Mod

yeah, exactly, maybe later, if possible to bind functions to a key would make it easier

in the meantime i can program a bunch of functions, but most would be impracticle. Althogh i wish there was more general commands, such as defensive stance, which means they dont pursue enemies but will defend themselves and such. Also it would be nice if i didn't want the rest of the team to attack, just saay me and marksman, i could set the rest on passive

I agree with you on the technician sorta, but it just seemed like a legit class

Yeah, stealth wuold be cool, i'd increase all the throws, but punches and kicks would be drastically lowered, so he'd basically be hit and run.

Hold on I'll re-do the character sketches, more detailed


Konoko - Hand to Hand specialist - Increases in all damage done, unable to equip weapons.
Slightly increased health

Sniper - Marksman - Greatly reduced in all hand to hand, starts with a Mercury bow, cannot be knocked down, gets a steady flow of ammo clips. Average health

Ninja - Assassin - Greatly increased damage to all throws, greatly reduced combos. Able to stealth at will for small periods of time (cooldown of a few seconds) Greatly reduced health.
Non Weapon proficient

Black Ops - Heavy - Throws greatly reduced, all combos, punches and kicks increased damage. Regenerating force field. Able to equip weapons. Greatly Increased Health

EDIT: My pride tells me i want to do it all by myself, im one of those guys that does all the work in a group because he is afraid of other ppl messing it up... but the rest of me says it's a great idea, so screw pride im up for it. Samer can definately do a better job than I at making characters. i think they should all have the matching outfits. You and I can do the coding, but were gonna have to work that part out lol, so were not donig the same things, maybe i could do the actual team scripting and you could do command functions or other way or sumthin like that. Plus it seems that people want to play this early, and i sense it will be much better, especially after seeing what you guys can do after the mod fair ^-^

EDIT: Hell, ill start working on general characters right now (ill make functions that define each character) like creating new BINACHARS for them, and adding a function for force field regen, phase cloak cooldown and such, that will not take long at all smile

Last edited by Mukade (11/06/09 23:11)


"He looks mean enough to tear my arm off and beat me to death with it. In fact, he looks mean enough to tear his OWN arm off and beat me to death with it."

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#7 11/06/09 23:11

Mukade
Member
From: Ottawa, Ontario - Canada
Registered: 05/29/07

Re: Special Force Mod

Oh and... what level should we do it on to start with? I don't want to spead it over teh entire game, ust one level for now, then we can make it for each one. Hey maybe we can get Ifd to make the levels harder like he did in Bio lab big_smile


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#8 11/06/09 23:11

Leus
Member
From: Boone, NC
Registered: 05/28/09
Website

Re: Special Force Mod

Right now I'm working on just setting up the basic framework for a team of people that spawn and follow you that you can switch between.  I know you're totally capable of that part too but I just am eager lol, so if you want I can save you that process and just send it to you when I'm done and we can work off of that.  Another real big part of this task will be the increasing the difficulty of the levels, that'll take a lot of work and planning.  I'm starting on warehouse and I have no plans beyond just the team play bit.

Edit:  Oh, and, yeah I guess Marksman guy should def not be Casey then if he needs to have weak combat.  Although the Casey character could just be modified like the rest..  I dunno.  smile

Last edited by Leus (11/06/09 23:11)


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#9 11/06/09 23:11

Mukade
Member
From: Ottawa, Ontario - Canada
Registered: 05/29/07

Re: Special Force Mod

Okay, sure, i guess that splits the first part, you stitch the team and ill do the individual character functions for now, thatll be done in no time smile

all i really have to do is creating looping functions for each character like give the heavy a force shield with 1 power on it every 3 seconds or sumthin, for the phase cloak i think it's gonna have to be activated via console, it'd be weird to just stealth every once in awhile

func cloak
{
chr_givepowerup 0 cloak (or whatever its called) 15 (seconds)
sleep 3000
}

this would prevent the script to be reapeated all the time would it not?

I was thinking the regular sniper, but i guess this is a special team so it does make sense, so yes, all that would happen is reduce damage for each of his moves thats all.

oh yeah, and for the coding, heres the names you should use:
Sn - Sniper
Hv - Heavy
St - Stealth
Ha - Hand to Hand

shorter the better, faster to type in smile

when i edit the BINACHARS, these are the names i will be using

Last edited by Mukade (11/06/09 23:11)


"He looks mean enough to tear my arm off and beat me to death with it. In fact, he looks mean enough to tear his OWN arm off and beat me to death with it."

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#10 11/06/09 23:11

Leus
Member
From: Boone, NC
Registered: 05/28/09
Website

Re: Special Force Mod

Yeah I made him the Sniper in mine now.

Anyway, the function for invis should probably be something like...

func void cloak(void)  <--I guess you don't have to do all that void stuff, I dunno, it's just how I learned it so I do it.
{
  if (cloakregen eq 1)
  {
  chr_givepowerup stealthguy invis 600  <--10 seconds
  cloakregen = 0;
  sleep 3600  <--1 minute
  cloakregen = 1;
  }
}

So then theoretically you could only do it every minute.  And, I agree, it should be activated through console whether or not you're playing as him.  So you'd type "cloak" and either you'd cloak or if you'd cloaked in the last minute, theoretically nothing would happen.

P.S.:  Those time lengths are just suggestions.

Last edited by Leus (11/06/09 23:11)


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#11 11/06/09 23:11

Leus
Member
From: Boone, NC
Registered: 05/28/09
Website

Re: Special Force Mod

Oh, also I'd keep Konoko as her original names in each level just for the sake of not having to change too much in the script.  And I'd make everyone else's name all lower-case for compatibility, like "st" "hv" and "sn"


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#12 11/06/09 23:11

Mukade
Member
From: Ottawa, Ontario - Canada
Registered: 05/29/07

Re: Special Force Mod

hey thats true, i could activate it without actually being the cahracter himself smile hadnt thought of that... anyways, i havent learned about variables, they never worked for me sad

anyways yes, maybe 45 seconds for regen and a 15 second invis span, that works

anyways do you know a function that gives a certain amount of health to a character instead of setting there health at a level ( like i want to give a trickle of health to konoko it would look like)

func health
{
chr_givehealth (this isnt a command) 0 1
sleep 180
fork health
}

oh and i don't think func void (void) functions will work, im prett sure those are ALWAYS actve, so it would jsut loop itself every minute, it would simply need to be

func cloak

hey Leus, that script isnt working for some reason (i did change the character given to 0 for myself ive even set it to konoko_generic whihc is the model of lvl 1 but it dosnr do anything at all

Nvm just forgot to put the var int in smile but it isnt repeatable heres what i have

var int cloakregen = 1;

func void cloak (void)
{
  if (cloakregen eq 1)
  {
  chr_givepowerup 0 invis 900 
  cloakregen = 0;
  sleep 3600  
  cloakregen = 1;
  fork cloak
  }
}

ive also tried with func cloak

Last edited by Mukade (11/07/09 00:11)


"He looks mean enough to tear my arm off and beat me to death with it. In fact, he looks mean enough to tear his OWN arm off and beat me to death with it."

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#13 11/07/09 00:11

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

Re: Special Force Mod

In the next daodan there _should_ be a function that makes a character use a hypo.


Iritscen: roll
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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#14 11/07/09 00:11

Mukade
Member
From: Ottawa, Ontario - Canada
Registered: 05/29/07

Re: Special Force Mod

well thats not what i mean tho, i want to simply give extra health, like barabas does, except always and without all the effects and at a lower rate

check prevous post i edited it

Last edited by Mukade (11/07/09 00:11)


"He looks mean enough to tear my arm off and beat me to death with it. In fact, he looks mean enough to tear his OWN arm off and beat me to death with it."

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#15 11/07/09 00:11

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

Re: Special Force Mod

So, regeneration? If so, I'm working on it, but will be a workaround if that doesn't make it into the next version.

func heal(character) {
if(d_health(character) < d_maxhealth(character) d_health(character, d_health(character + 1))
sleep 1
fork heal(character)
}


Iritscen: roll
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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#16 11/07/09 00:11

Leus
Member
From: Boone, NC
Registered: 05/28/09
Website

Re: Special Force Mod

Yeah I don't think there's a way to just add an amount [of health] like that while also being able to compensate for damage taken...  You'll prob have the same problem with the regenning shield.

Edit:  Oh.  Or maybe there is.  Lol.

Last edited by Leus (11/07/09 00:11)


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#17 11/07/09 00:11

Mukade
Member
From: Ottawa, Ontario - Canada
Registered: 05/29/07

Re: Special Force Mod

sweet thanks, im logging for the night, but i give it a whack tomorrow

@ regenning shiled not a problem, ill just periodically give him force shiled with 1% and loop iy every 5 seconds or so

Last edited by Mukade (11/07/09 00:11)


"He looks mean enough to tear my arm off and beat me to death with it. In fact, he looks mean enough to tear his OWN arm off and beat me to death with it."

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#18 11/07/09 00:11

Leus
Member
From: Boone, NC
Registered: 05/28/09
Website

Re: Special Force Mod

If Konoko is gonna have regenning health, she def shouldn't have extra max health IMO.


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#19 11/07/09 00:11

EdT
Moderator
From: Los Angeles, CA
Registered: 01/13/07
Website

Re: Special Force Mod

I already feel sorry for the poor Syndicate troops that's going to face this team! lol

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#20 11/07/09 00:11

Leus
Member
From: Boone, NC
Registered: 05/28/09
Website

Re: Special Force Mod

Don't worry they'll be comin' hard too.


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#21 11/07/09 01:11

Leus
Member
From: Boone, NC
Registered: 05/28/09
Website

Re: Special Force Mod

Lots of problems already...

When you take control of the ai, the ai still controls shooting for some reason.

Also I can't get Konoko to follow the active character.  I tried "ai2_followme 0" and "ai2_followme char_0" and neither work, but the command works on the other characters fine.

Switching between characters is okay, but sometimes causes Oni to blam.  That's not good either.

Here's what I've got.

var int kon=1;
var int sni=0;
var int ste=0;
var int hev=0;
var int cloakregen=1;

func void squad(void)
{
ai2_spawn sn
ai2_spawn st
ai2_spawn hv
fork follow
}

func void follow(void)
{
ai2_followme st
ai2_followme sn
ai2_followme hv
ai2_followme char_0
sleep 60
fork follow
}

func void konoko(void)
{
ai2_takecontrol 1
sleep 1
chr_focus 0
sleep 1
ai2_takecontrol 0
kon = 1;
sni = 0;
ste = 0;
hev = 0;
}

func void sniper(void)
{
ai2_takecontrol 1
sleep 1
chr_focus 1
sleep 1
ai2_takecontrol 0
kon = 0;
sni = 1;
ste = 0;
hev = 0;
}

func void stealth(void)
{
ai2_takecontrol 1
sleep 1
chr_focus 2
sleep 1
ai2_takecontrol 0
kon = 0;
sni = 0;
ste = 1;
hev = 0;
}

func void heavy(void)
{
ai2_takecontrol 1
sleep 1
chr_focus 3
sleep 1
ai2_takecontrol 0
kon = 0;
sni = 0;
ste = 0;
hev = 1;
}

The variables don't affect anything yet, and the follow function doesn't change their movement state to run which will be necessary.  But...  Yeah.  I dunno.


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#22 11/07/09 01:11

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

Re: Special Force Mod

Try adding chr_drawallcharacters = 1;


Iritscen: roll
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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#23 11/07/09 01:11

Leus
Member
From: Boone, NC
Registered: 05/28/09
Website

Re: Special Force Mod

That didn't make Konoko followme, if that's what it was supposed to do.

Also I just tried playing through the level just as Konoko but with that whole group following me (Sniper with mercury bow, SWAT with 300 hp and Mukade with 100 hp and no combat ID, and all with the you_lose function attached to their death), and it was pretty damn easy but entertaining until I got to that long hallway where in the middle there's a room with a chainlink fence through which you can see the final room, but before I got to that middle part I went in the first door on the left and fought the thug then ran back out and my whole team somehow got stuck inside one of the machines in that room lol.

Also the sniper makes me nervous; he hit me with the bow twice but luckily I had the secret striker shield on for both.


If we don't change the direction we're going, we'll likely end up where we're headed.

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#24 11/07/09 02:11

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

Re: Special Force Mod

It should fix the random blamming though.


Iritscen: roll
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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#25 11/07/09 02:11

Leus
Member
From: Boone, NC
Registered: 05/28/09
Website

Re: Special Force Mod

Nope...  sad  It really looked like it was working; right as I was gonna come here and tell you it worked--like the last character change test--it blammed.

Edit:  If I add it to each separate character change function it seems to work alright.

But I just hit a weird bug...  I used Mukade's PPP combo and it drained almost all his health.

Last edited by Leus (11/07/09 02:11)


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