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#51 11/07/09 19:11

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

Re: Special Force Mod

But she's the same ONCC that the player uses...   neutral


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

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#52 11/07/09 19:11

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

Re: Special Force Mod

But the BINACHAR isn't.


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Gumby: i know
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#53 11/07/09 19:11

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

Re: Special Force Mod

yeah, it may be a problem in the BINA, i dunno.. i'll look it iver

hey Gumby, did you see the fix forthe cloak?

Nope, nothin in the BINA that would prevent from sprinting....

Last edited by Mukade (11/07/09 19:11)


"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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#54 11/07/09 19:11

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

Re: Special Force Mod

Oh, skipped a post. Hmm...you are double tapping, correct? Do you have the dash mod on or off?


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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#55 11/07/09 19:11

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

Re: Special Force Mod

it's on and im double tapping


"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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#56 11/07/09 20:11

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: Special Force Mod

I have an idea for another member smile

A jumper or a flier !
most characters can't reach high places : so a jumper would be really needed : motoko or barabus or u can easily modify the ONCC

also u can make like for example 4 possible teams to select from ^_^

tctf team
Konoko : melee \ leader
Casey : second melee and weapons
Shinatama-bot: jumper
Griffin : Hacker

syndicate team :
Muro : melee \ leader
Mukade : Jumper
Kojiro : Hacker
Barabus \ Grey Fury : second melee


Bgi team :
Bgi agent : melee \ leader
Hydra : jumper ( in progress )
Hammer : second melee ( in progress )
another Bgi agent or some new type : hacker

Last edited by Samer (11/07/09 20:11)


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#57 11/07/09 20:11

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

Re: Special Force Mod

What happens when you turn it on?


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
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#58 11/07/09 20:11

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

Re: Special Force Mod

it's a thought, if we get the team we have now debugged, we can work on customizing the teams more. We may have to take your suggestion to replace the marksman, since we have too many issues with him (he's constantly shooting his teammates, and when u switch to him, you have no crosshairs and firing control is between you and AI) tongue
but i think we should get a new class since we can give jumping to the assassin, it fits the profile, or just limit the team to three members for simplicities sake.

wait, turn what on? dashing mod? it's already on

Last edited by Mukade (11/07/09 20:11)


"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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#59 11/07/09 20:11

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

Re: Special Force Mod

I meant turn it off. :\ Also, marksman class might be fixable. There are lots of ai2_ commands and I don't recall which one does what, but try ai2_freeze and ai2_inactive


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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#60 11/07/09 20:11

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

Re: Special Force Mod

nope doesnt fix anything...
yeah, but besides just making him stand there doesnt really solve any problems tongue what happens when we DO want him to do stuff or control him?

@Samer, hey we were thinking we could get you to design matching outfits for the team? (Curretnly Konoko k4_g outfit Black Ops heavy, Mukade and generic_sniper)


"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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#61 11/07/09 20:11

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: Special Force Mod

Leus wrote:

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.

hehe sure I'd help smile I think we'll have some creative differences though tongue for example I'm not so keen on the marksman and hacker characters they can be combined maybe. and the jumper character is nice in comb with stealth guy.

and I'm really against the mercury bow idea tongue maybe something lighter some sort of slow plasma rifle or a scram cannon ( not the scream, but the one with little rockets I'm not sure about the name ) . think about it .. he takes a shot on an enemy with the Mercury bow and other characters hit him twice and the enemy is dead before u had a chance to fight or anything .. takes away the fun of it. 

also u have to edit the combat Ids or the ONCC's of all characters involved in team so they don't automatically go and pick a dropped weapon f u want that to stay the marksman thing.

Leus wrote:

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

u better not make my Casey a gun guy neutral he has much cool moves to be only a gun guy tongue Griffin or a tctf can be the marksman tongue

also i think the hypo should be used by all : meaning if u pick a hypo when u use it all other characters will heal from it too. or else the others will die really soon :\


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#62 11/07/09 20:11

Samer
Member
From: Lebanon
Registered: 09/04/09
Website

Re: Special Force Mod

and I'd like to help Mukade with the unified uniform thing smile

Casey can match with Konoko's level 2 outfit ( the pic in my avatar)

but I have so many projects on hold I don't know how long it will take. :S


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#63 11/07/09 20:11

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

Re: Special Force Mod

Samoko wrote:

hehe sure I'd help smile I think we'll have some creative differences though tongue for example I'm not so keen on the marksman and hacker characters they can be combined maybe. and the jumper character is nice in comb with stealth guy.

we did take out hacker and replaced with heavy... go back to the first page and look for my revised character sketch

Samoko wrote:

and I'm really against the mercury bow idea tongue maybe something lighter some sort of slow plasma rifle or a scram cannon ( not the scream, but the one with little rockets I'm not sure about the name ) . think about it .. he takes a shot on an enemy with the Mercury bow and other characters hit him twice and the enemy is dead before u had a chance to fight or anything .. takes away the fun of it.

yeahh.... and he's excellent at team killing with mbo, but were probly gonna completely replace or remove marksman, too many issues

Samoko wrote:

also u have to edit the combat Ids or the ONCC's of all characters involved in team so they don't automatically go and pick a dropped weapon f u want that to stay the marksman thing.

yup, i knew that already smile


Samoko wrote:

u better not make my Casey a gun guy neutral he has much cool moves to be only a gun guy tongue Griffin or a tctf can be the marksman tongue

were not dont worry smile although we did discuss using his outfit to make an elite cop class

also i think the hypo should be used by all : meaning if u pick a hypo when u use it all other characters will heal from it too. or else the others will die really soon :\

seems like a good idea smile


"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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#64 11/07/09 20:11

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

Re: Special Force Mod

Samoko wrote:

and I'd like to help Mukade with the unified uniform thing smile

Casey can match with Konoko's level 2 outfit ( the pic in my avatar)

but I have so many projects on hold I don't know how long it will take. :S

take your time, we don't *need* the outfits to make it work, and we may end up switching the characters anyway


"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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#65 11/07/09 21:11

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

Re: Special Force Mod

I really like the Marksman idea but it does seem problematic.

In case it was unclear, what Gumby was suggesting was to have the AI go inactive for the character that you're controlling, which seems to make sense in theory, but I tried it and the AI remained active for some reason.  Gonna mess around with the idea some more...


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

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#66 11/07/09 21:11

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

Re: Special Force Mod

Voila!

func void konoko(void)
{
ai2_takecontrol 1
sleep 1
chr_focus 4
ai2_passive kon 1
ai2_passive st 0
ai2_passive sn 0
ai2_passive hv 0
sleep 1
ai2_takecontrol 0
chr_draw_all_characters = 1
kon = 1;
sni = 0;
ste = 0;
hev = 0;
}

func void sniper(void)
{
ai2_takecontrol 1
sleep 1
chr_focus 1
ai2_passive sn 1
ai2_passive kon 0
ai2_passive st 0
ai2_passive hv 0
sleep 1
ai2_takecontrol 0
chr_draw_all_characters = 1
kon = 0;
sni = 1;
ste = 0;
hev = 0;
}

func void stealth(void)
{
ai2_takecontrol 1
sleep 1
chr_focus 2
ai2_passive st 1
ai2_passive kon 0
ai2_passive sn 0
ai2_passive hv 0
sleep 1
ai2_takecontrol 0
chr_draw_all_characters = 1
kon = 0;
sni = 0;
ste = 1;
hev = 0;
}

func void heavy(void)
{
ai2_takecontrol 1
sleep 1
chr_focus 3
ai2_passive hv 1
ai2_passive kon 0
ai2_passive sn 0
ai2_passive st 0
sleep 1
ai2_takecontrol 0
chr_draw_all_characters = 1
kon = 0;
sni = 0;
ste = 0;
hev = 1;
}

AI shooting problem solved.  No crosshair problem still there, but you said it didn't affect you much.

Edit:  Also AI shooting you while you're not controlling him problem still there...  Lol.

Last edited by Leus (11/07/09 21:11)


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

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#67 11/07/09 22:11

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

Re: Special Force Mod

I meant turn it off. -_-

And one of the ai2_ commands (ai2_freeze or ai2_inactive) should fix the aiming problems.


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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#68 11/07/09 23:11

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

Re: Special Force Mod

Gumby, got any insight on this?  We're trying to make a force shield that slowly depletes.

func heal(character) {
if(d_health(character) < d_maxhealth(character) d_health(character, d_health(character + 1))
sleep 1
fork heal(character)
}
[11:07:11 PM] Leus Stoneheart says: so i dunno exactly what that means lol
[11:07:12 PM] Leus Stoneheart says: but
[11:07:14 PM] Leus Stoneheart says: assumedly
[11:07:18 PM] Leus Stoneheart says: we could just replace that + with a -
[11:07:20 PM] Andrew Smith (Elucin) says: yess
[11:07:27 PM] Andrew Smith (Elucin) says: but how would we do it with shield?
[11:07:38 PM] Leus Stoneheart says: uhh..replace "health" with "shield?" rofl
[11:07:45 PM] Andrew Smith (Elucin) says: would it work if we just replaced... yeah that?
[11:07:47 PM] Leus Stoneheart says: imma post that as a question


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

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#69 11/08/09 00:11

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

Re: Special Force Mod

Okay, in a discussion between me Leus and myplea a bit, we've changed a bunch of things:

1. Most of the classes will be able to hold weapons, although the AI will not go for them, the player must pick them up, and he decides whether or not  they can use them (using chr_forceholster, which will be shortened into a function)

2. replaced marksman class with a new Tech-Op class
He will be able to use Mutant Muro's weapon, we may modify damage and useage...
His hits will knock back and enemies with fistsoflegend power
His health will be quite low

3. To make each member of the team Unique, we're gonna change them up a bit, and give them different names
Stealth - Phantom
Tech-Op - Storm
Heavy - Titan
Hand-to-hand - Slayer

4. We've decided on Paragon Unit (for now) as a team name :3

5. Redone Character Specs

Titan:
Summery: Meant to take the brunt of the damage, equipped with a recharing force shield to take weapon damage. Heavy damage, but slow and ponderous, an easy mark.
Health - 280
Abilities: Able to start a temporary force shield
Pros: Can't be knocked down. High damage.
Cons: Reduced throw damage, Slow moves, No escape moves, No Back Throws
Moves: Choke-Punch, Body Stamp, Clothesline, Knee-to-face

Phantom:
Summery: Meant to quickly dispatch lone enemies, disarm, and initiate combat.
Health - 140
Abilities - Can stealth temporarily
Pros: Increased throw damage, higher jump and jump attack, increased running speed
Cons: Decreased melee damage, No disarm damage, One handed weapon restriction
Moves: Neck crack, Back crack, Ninja Leg Flip, Ninja running throw

Storm:
Summer - Good for combat at a range, but easy to kill. Great at crowd control
Health - 70
Abilities - Muro Weapon,Boss Shield - Potential ability to hit from a distance (if possible)
Pros - High knockback, High Punches and Kicks
Cons - Low hypo regen, low melee damage, No throws
Moves: Devil Spin Kick (hopefully increased radius) Ninja's Flying punch

Slayer:
Summery -  Great face to face combat, but less hit-and-run moves. Quicker moves, meant for facing more opponents.
Health - 210
Abilities -Health regeneration
Pros - Increased All melee damage
Cons - One handed weapon restriction, Lower-class throws
Moves: Ninja Triple Flip attack, Clothesline

Lastly, we've concluded that Gumby does not classify as a scantaly clad woman, and would not look good so dressed.

Last edited by Mukade (11/08/09 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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#70 11/08/09 00:11

myplea1
Member
From: Ottawa,Canada
Registered: 05/25/09

Re: Special Force Mod

LoL that was one fun conversation too, Yes Gumby I hope your not too disappointed.
This is a rough draft of the Charecters so please give us your input.


Awol

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#71 11/08/09 00:11

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

Re: Special Force Mod

Rofl true.

Yeah, this team is gonna be badass btw, bros.

Edit:  Yeah, what myplea said.  This is an awesome groundwork but there is definitely room for improvement.  Let us know what you guys think.

Last edited by Leus (11/08/09 00:11)


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

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#72 11/08/09 00:11

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

Re: Special Force Mod

just for context on myplea's signature, i commented on how to make it a perfect night we should have some scantaly clad women, and myplea commented that Gumby should be in our conversation

Someone had better start countering us with some leet syndicate classes soon...

Last edited by Mukade (11/08/09 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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#73 11/08/09 01:11

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

Re: Special Force Mod

d_powerup instead of d_hypo.

Um, its still beta, so don't release anything requiring it yet, but...
http://svn.oni2.net/Daodan/build/daodan.dll
http://rossy.oni2.net/files/Oni.daodan.exe
http://rossy.oni2.net/files/binkw32.original.dll

Info on it can be found here:
http://wiki.oni2.net/Daodan_DLL/Beta

Also, please note that any mods you make that use these new features will not be compatible with the Mac.
That page isn't completely up to date. I'll add to it tonight.

Do you guys have Yahoo IM?


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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#74 11/08/09 06:11

Stevinlewis
Member
From: Singapore
Registered: 03/25/09

Re: Special Force Mod

why not add a healer? tongue. Has hypos every 30 seconds? weak moves, low attack skills, and cant carry gun. Alright maybe a pistol or sumthin

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#75 11/08/09 11:11

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

Re: Special Force Mod

Just a note: Don't hold back on your Mod just because it won't be compatible on the Mac.  I want to see Oni move forward.  We Intel Mac users have other options, we can run the PC version of Oni in emulation.  So worst case, that's what we can do to play your advanced mods.

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