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#126 11/06/12 16:11

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

Re: Custom Character Mega Pack - discussion

there are more than 80 IDs and they are not necessarily in order the one i was looking for is 20 while griffin's final door right next to it is 97 .. i would have never guessed that by trial and error tongue the link Coyote gave helped a lot.. now I just have to figure out that dialog thing .. or i'll ditch the black cutscene boxes

found this about subtitle http://wiki.oni2.net/OBD_talk:SUBT .. still no idea what to do with it :\ ... and if someone has subtitles disabled i'm guessing the speech won't show .. and since there's no sound then it will be bad .. it'll be best to remove the cutscene black borders then .. wish there's another way to just show the dmsg on top or if there's another alterantive that will show black border cutscenes.

Last edited by Samer (11/06/12 16:11)


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#127 11/06/12 17:11

Lithium
Member
From: Colorado
Registered: 10/17/08

Re: Custom Character Mega Pack - discussion

lol nice picture


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#128 11/07/12 02:11

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

Re: Custom Character Mega Pack - discussion

Oh it is Little Fighter!  That was a pretty fun game smile  This looks like it's gonna be fun too!  Samer, I'm stoked for the levels to include a lot more unique fights!  I think that should add to the game experience a lot smile


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#129 11/07/12 11:11

s10k
Member
Registered: 01/14/07
Website

Re: Custom Character Mega Pack - discussion

and the difference between sleep and sleep(f)

One sleeps in time, other sleeps in frames. Seems the original scripters used sleep in frames for cutscenes and I did it too. This was perfect to synchronize with the new OBAN frames we created. For example I did know that a swat would take 600 frames in the heli animation to come down, so it was easier to just use sleep(f600) to do something once he landed.

what's the difference between ai2 passive, and idle, and ignore player, and freeze and inactive ?

http://wiki.oni2.net/BSL:Functions

I think I got the cutscene the way I want it .. but one thing I was missing is those black boxes on top and bottom that make it look like a cutscene .. figured how to add it by "begin_cutscene" and end .. however  the speech that i wrote using dmsg is now under the black boxes, doesn't show :\ is there any way around that ? help me

dmsg doesn't work with begin_cutscene. In china we didn't use it because of that.

However you can still have the black bars if you wish and the subtitles. But this' will only work if the player have the subtitles enable. In the original cutscenes this wasn't a problem since they made also the voices, so they could still hear them.

So the options are:
1) Forget the black bars and use dmsg.
2) Use the black bars and use with it subtitles and voices.

Last edited by s10k (11/07/12 11:11)

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#130 11/07/12 12:11

ltemplar
Member
From: Poland
Registered: 08/23/12

Re: Custom Character Mega Pack - discussion

Or create the proper pictures like the avatars ..this time with text(like they done in original oni)...sorry for interruption.

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#131 11/07/12 12:11

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

Re: Custom Character Mega Pack - discussion

Mmm are you sure without f it means seconds and with f it's frames ?
In my dream lab script i used them without f and it was frames .. Example sleep 400 before both james and jamie spawn .. If it were seconds that would have been 6 minutes but it's not, it's just few seconds.
I've recently read on the wiki the sleep f means fork sleep .. Used to prevent loops ?

Mm i guess i'll remove the black boxes then .. Some members from the fb group might make sounds for the cutscene, i'll add them when they do.

Thanks script smile


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#132 11/07/12 12:11

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

Re: Custom Character Mega Pack - discussion

Ltemplar i thought of the black bar actually being part of the avatar.
So the picture is the characters face and a drawn black bar that i write the speech on and then display the pictures in sequence.
Didn't work out due to resolution constrains. (the width will be several folds that of the height) which fails to convert to TXMP

Last edited by Samer (11/07/12 12:11)


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#133 11/07/12 12:11

s10k
Member
Registered: 01/14/07
Website

Re: Custom Character Mega Pack - discussion

I replaced all the sleep(f) by sleep() on last china cutscene and I didn't noticed any big difference. I will have a deeper look at it and see if I was mistaken about f meaning frames.

btw where did you read about it on the wiki? Here http://wiki.oni2.net/BSL:Statements it talks about sleep() itself (which also looks like frames) but not about sleep(f).

Last edited by s10k (11/07/12 12:11)

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#134 11/07/12 12:11

ltemplar
Member
From: Poland
Registered: 08/23/12

Re: Custom Character Mega Pack - discussion

What?...no you get it wrong.. player avatar and the text avatar are separate avatars(not merged) so you can simply have lover resolution for the text avatar....So what's impossible..if they use this method for original game itself?The dsmg don't allow you to have complex text only simple ..in one line..nothing as the have(see the konoko shinatama dialogue at the beginning of the training level) in cut scenes.-or this is some clever dsmg use?

Last edited by ltemplar (11/07/12 13:11)

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#135 11/07/12 13:11

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

Re: Custom Character Mega Pack - discussion

Where did they use it in the original game, I've seen the training sequence many times .. And i don't know what u're talking about .. Can u post a screenshot ? (are u sure that's not the subtitles ?)

Script i can't remeber where i read it nor find it hmm maybe i read something else and misunderstood it.

Last edited by Samer (11/07/12 13:11)


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#136 11/07/12 13:11

ltemplar
Member
From: Poland
Registered: 08/23/12

Re: Custom Character Mega Pack - discussion

I see we don't understand to well
What i was referring to are subtitles sorted in SUBT(if I membered correctly) file.
Then you can use proper script command(play sound name or wherever- I'm not expert here) and then subtitle will be showed(but you must have subtitles activated in the game).
Sorry for misunderstanding.
The picture  text is my mistake..(taken from other game I'm moding)- so don't bother with it.

Last edited by ltemplar (11/07/12 13:11)

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#137 11/07/12 13:11

paradox-01
Member
From: Germany
Registered: 01/14/07

Re: Custom Character Mega Pack - discussion

You could also simply test if there's a different between sleep and sleep f.

func t0
{
	# call t0 via console
	fork t1
	#fork t2
	# 5x60 frames
	timer_start 5 end_of_time
}
func t1
{
	sleep f60
	dmsg "1"
	sleep 60
	dmsg "2"
	sleep f60
	dmsg "3"
	sleep 60
	dmsg "4"
	sleep f60
	dmsg "5"
}
func t2
{
	sleep 60
	dmsg "1"
	sleep 60
	dmsg "2"
	sleep 60
	dmsg "3"
	sleep 60
	dmsg "4"
	sleep 60
	dmsg "5"
}
func end_of_time
{
	dmsg "question to user: was it a regular interval?"
}

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#138 11/07/12 19:11

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

Re: Custom Character Mega Pack - discussion

mm do you think casual tankers should randomly appear instead of the wrestler (normal) tankers ? If so I give all tankers RandomCostume flag so there's a 50 % chance you'll get the casual and 50 % the wrestler ..

or what I'm doing is putting the casual tankers in earlier levels and the wrestler tankers after and using the casual tankers indoors while the wrestler outside .. example airport cargo hangars at save point 4 inside offices use casual tankers while in the hangar itself and open areas the wrestler ones ..
I've also replaced some strikers with the casual tankers in the earlier levels like Airport Assault and level 3 .. not sure if i should replace the tankers in the atmospheric exterior\ interior as there aren't many takers in the game anyway and I don't wanna end up removing all wrestler tankers :\ (not after i have re-textured them tongue)

Last edited by Samer (11/07/12 19:11)


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#139 11/07/12 19:11

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

Re: Custom Character Mega Pack - discussion

Why replace strikers with tankers?  Their fighting styles are totally different.  ....Maybe make casual everything!  tongue  Just kidding.  Unless you want to....haha.  But then make the unarmored ones have less HP at least.


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#140 11/07/12 20:11

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

Re: Custom Character Mega Pack - discussion

i change their melee ids (fighting style too) tongue i don't keep the strikers' .. cz there re just too many strikers in the first levels it gets boring tongue actually some of the strikers are originally named tankers but have class striker .. i guess when they ditched the casual tankers they replaced them with strikers or com-guys (class) but kept the names

Last edited by Samer (11/07/12 20:11)


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#141 11/07/12 21:11

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

Re: Custom Character Mega Pack - discussion

2 bsl questions

well I'm having casey replace one of the tctf lite's in the syndicate attack on tctf level so he can fight along side konoko at save pt 1.

I want him to follow her to the next floors but not to go through the door to save point 2

i used ai2_followme .. but can this one be turned on and off ? ai2_followme 1 or 0 ? it seems i need to keep repeating the command for him to follow konoko


And what does fork do :\ ??

wiki :

Multithreading

Put usage of fork here.

    [...]

can u just give me the correct script to make him follow her continuously till end of save pt 1 D: i've been at this for hours :\ he follows her for a while and stops.

Last edited by Samer (11/07/12 23:11)


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#142 11/07/12 23:11

Lukas Kreator
Member
Registered: 05/07/10

Re: Custom Character Mega Pack - discussion

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#143 11/07/12 23:11

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

Re: Custom Character Mega Pack - discussion

Lukas can you just tell me the right commands ? I'm close to ditching the idea all together
The threads says it made it issue command to follow you every 1 sec .. How ?


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#144 11/08/12 05:11

s10k
Member
Registered: 01/14/07
Website

Re: Custom Character Mega Pack - discussion

Did this for fun script (http://mods.oni2.net/node/58):

#Call it from where you want. Don't forget to use fork.
func void gift(void)
{
...

fork help_me
...
}

#Note that the function calls itself after a while so they will always follow her
func void help_me(void)
{
ai2_followme Griffin
ai2_followme GrifOps02
ai2_followme GrifOps01
sleep 300
fork help_me
}

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#145 11/08/12 07:11

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

Re: Custom Character Mega Pack - discussion

I tried that but something was making him follow her for a while and then stop.
In the original script there's unlock-follow function and follow counter that make the tctfs follow her briefly and then return to their paths .. I think they were interfering ... He was being affected by 2 follow commands ..
Ok so now i can make him follow her well, (he keeps attacking civilians though so i guess i have to change their team to tctf) .. Now how do i stop the script (once i reach the 4th floor there's a fury there i'll add some script when she's dead so he stops following her so he doesn't go to 2nd save pt) ..but how can i make him stop following her ?... The follow me command doesn't seem to have a turn off ? And making the script call itself again will make a loop right so how do i interrupt it ?

Last edited by Samer (11/08/12 07:11)


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#146 11/08/12 07:11

s10k
Member
Registered: 01/14/07
Website

Re: Custom Character Mega Pack - discussion

You can use a boolean variable for that.

Something like:

bool do_follow=true; #enabled by default

func void help_me(void)
{
ai2_followme Griffin
ai2_followme GrifOps02
ai2_followme GrifOps01
sleep 300
if(do_follow eq true){
       fork help_me
}
}

func void furys_dead(){
do_follow=false
}

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#147 11/08/12 10:11

Lukas Kreator
Member
Registered: 05/07/10

Re: Custom Character Mega Pack - discussion

Yes, my script includes a lot of useless functions for you. I should have told you more precisely the part that would be interesting, sorry.

Glad you got it working, though.

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#148 11/09/12 00:11

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

Re: Custom Character Mega Pack - discussion

since the previous avatar is apparently too recognizable from another game ..
2012-11-09_071135.jpg

i made another one

Oni%25202012-11-09%252006-59-12-20.jpg

Last edited by Samer (11/09/12 00:11)


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#149 11/09/12 00:11

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

Re: Custom Character Mega Pack - discussion

That looks really good!

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#150 11/09/12 01:11

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

Re: Custom Character Mega Pack - discussion

thanks EdT ^^
Skull team avatars
lithium colored kojiro
2012-11-09_081719.jpg

Script-10k

I used your method
wrote this :

bool do_follow=true
	
func void cas_follow(string ai_name)
{
ai2_setmovementmode l_t01 run
ai2_followme l_t01
sleep 100
if(do_follow eq true){
       fork cas_follow
}
}

func void cas_stop(){
do_follow=false
}

I get this error :
Oni%25202012-11-09%252008-45-20-84_cr.jpg

did I write it wrong ? (tried 1 and 0 instead of true\false same thing)

Last edited by Samer (11/09/12 01:11)


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