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#26 06/18/08 22:06

love_Oni
Member
From: Da Nang, Vietnam
Registered: 05/10/08

Re: Konoko vs The World - a fully customizable fight script!

Yeah. More menus isn't matter.

I think from the begin, we can give Konoko 1 ammo clip, 1 energy cell and 3 hypos. If it's possible, we can give other character the ammo at random number.

Do you see the garages in the airfield? I think we should spawn characters in the same team in each garages sides. When the battle start, two teams will run to the center of the airfield and fight. The 3rd team can be spawn in somewhere else. That will be more enjoyable smile. So, if a character dies, we can respawn him after 10 seconds. The team which score (ex:) 100 frags first, or score more frags in a time will be the winner. If Konoko's team win, give her the 'endpowerup' and restart the level. If her team lose, restart the level. After restart the level, display the text: "press punch to play the same battle from the previous or press kick to make the new battle" (I don't know if this was possible or not).

And I think we should make a battle in this way: display 'choose characters for your team'. After that, 'choose characters for your opponent team', etc.. So we don't need to choose the team for each characters too much (there are only 2 or 3 team in the battle, aren't there?)

What do you think? smile

Last edited by love_Oni (06/18/08 22:06)


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#27 06/18/08 23:06

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

Re: Konoko vs The World - a fully customizable fight script!

To fix the dead characters not spawning just use the same move you used to open the menu. It will kill everybody though (nd fill your HP, ( AND give you back your starting inventory...in the next version tongue), there isn't an easy way around it.

I'm trying not to make an OTA clone here. I am unconfortable with the frag system. What you have there is OTA with customizable teams. Not bad, but not what this script is supposed to be about. My answer: I'll think about it. In the future I'll try and include a feature to restart the battle with the last used characters.  I know a way to imitate OTA, but again, it makes me uncomfortable.

The script was created to be very open ended, so no messing around with my team\your team\his team. I want it to be exact. Is it that much work?

The garages are a good idea. If I can find a flag inside them, I will put it in as soon as I can, and see if I can get them all to run outside, but it will probably be tough. Erm. The closer I get to doing this, the closer I get to imitating OTA, it will probably require running an individual function for each character dictating their behavior. Which I might end up doing. I'm also trying to avoid bloating (the thing that causes Windows to be "slow"). Anything that involves telling all the characters to do something at a time means introducing upwards of two dozen functions running at a time (probably 1 function forked a few dozen times).

As I said, in the next version, it will be controllable how much of what Konoko gets. You can set this in the easy to read config file that will be included, or you can set it ingame using the menu (in the spawn characters section, there will be an option for "Konoko", which instead of spawning a new Konoko (buggy?) will allow you to give her things, and in the upcoming Windows version (which will be named 2.0 tongue) easily select a class.

I hope I answered all of your questions. If I missed one, please tell me.

Last edited by Gumby (06/18/08 23:06)


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#28 06/18/08 23:06

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

Re: Konoko vs The World - a fully customizable fight script!

Here is a list of flag locations for the compound level:
http://zdlo.oni2.net/Items/Flags/lev19.htm

I haven't had time to try out your script, but its sounds awesome!

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#29 06/19/08 00:06

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

Re: Konoko vs The World - a fully customizable fight script!

Thanks Edt! This will be a great help. Do try out the script. It was written with full Mac compatiblility in mind.

EDIT: No spawn points in the hangar. Sorry.

Last edited by Gumby (06/19/08 01:06)


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#30 06/19/08 10:06

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

Re: Konoko vs The World - a fully customizable fight script!

Gumby: This might help to give more team members
http://edt.oni2.net/mods/Level19CHAR.zip

I added the following characters to compound level:
barabus, NinjaZip, evilkonoko, mad_bomber_1, TCTF Swat (A_Sbo15, B_S96), TCTF_lite_blackops (B_Lbo26, B_Lbo27), TCTF_lite (B_L30), Copmale (B_C32, D_L88), Copfem (D_S83, D_C100)

Maybe you can make a 1.5 AE version (If you include the above file and the user rebuilds level19)

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#31 06/19/08 10:06

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

Re: Konoko vs The World - a fully customizable fight script!

Edt, you are intent on making my job harder, aren't you? big_smile I'll include it, but in the interests of keeping this as widely compatible as possible, I have a question: Is there any way you could change Konoko's spawn function to something other than  "snow1_start"? If you could, I could have the script tell if it has the character pack or not and compensate  Also, would it be possible to release that as a plugin, or would that be bad? If possible, I'd like to include both the oni file (for those mac people who can only have 2 plugins) and a plugin (for the windows people like me who are lazy). Shoot. Then I would have to include two plugins, one for windows, and one for mac. What do you suggest be done?

EDIT: Maybe I was mistaken. Hmm. It seems that snow1_start is a trigger function. Is there a way that you could spawn Konoko at a different flag instead?

Also, guys, I am making a second menu, accessable by moving left or right while in the first menu (I am also going to enable pinning, so you guys arent running all ovver the level to find the right place). It will include options such as:

*snow
*Fog
*Area (when I find the right flags)
*Force basic version (not needed right now)

Konoko is now in the menu system. I'm going to add in powerups, and HOPEFULLY predefined battles before I realease the next version. (Really, you guys are getting spoiled. A new and improved release every day?)

Last edited by Gumby (06/19/08 12:06)


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#32 06/19/08 14:06

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

Re: Konoko vs The World - a fully customizable fight script!

Gumby:  I don't want to make your life any harder, so seriously, you don't have to use it.

Is there a way that you could spawn Konoko at a different flag instead?

chr_teleport 0 flag#

near the start of your script should work.

Also, for your "Ghost mode", you can use these commands:

ai2_ignore_player = 1
chr_invincible 0 1
chr_unstoppable 0 1
chr_givepowerup 0 invis -1

Last edited by EdT (06/19/08 15:06)

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#33 06/19/08 15:06

polat1991
Member
Registered: 06/19/08

Re: Konoko vs The World - a fully customizable fight script!

Hey hi konoko vs the world is Fury Limit 4?

Why

Unlimited pls sad

sorry for english:(

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#34 06/19/08 16:06

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

Re: Konoko vs The World - a fully customizable fight script!

@EdT - I was joking. I would love to use it. big_smile. Also, ghost mode isn't that neccessary. Just set the team to Switzarland, and you are pretty much safe, as long as you don't shoot anyone, and you stay out of the crossfire. Also, I wasn't very specific about my question. No worries, it will be fine, anyways, I have a different idea.

There are only 4 furys in the compound level that work. 5 might be possible in a version or two (there is a small bug that has disabled a few characters), but in version 2.0, there will be unlimited amount (windows only).



Also...

func void preset_battles {
# Follow the guide here. Look at the example. You can have up to 9, but anything more than three 
# and you will have to unlock the savepoints
# (A. class, B. weapon, C. Team, D. ammo, E. cells, F. invisible, G. shield, H. bossshield)
# A. Class
    # 0. Konoko options - Never put more than one
    # 10. Striker
    # 20. Comguy
    # 30. Tanker
    # 40. Fury
    # 50. Ninja
    # 60. Elite
    # 70. SWAT
    # 80. Bosses
    # 90. Civilian
    # 100. Heroes (future class)
    # 110. AEPack (EdT's stuff)
        # 111. Barabus 
        # 112. Mukade 
        # 113. EvilKonoko
        # 114. Suicide Bomber 
        # 115. TCTF Swat (A_Sbo15, B_S96)
        # 116. TCTF Lite Blackops (B_Lbo26, B_Lbo27) 
        # 117. TCTF Lite 
        # 118. Male Cop
        # 119. FemCop
    # 120. Custom classes (not yet implemented)
# B. Weapons
    # 1. Fists
    # 2. Campbell
    # 3. Black Adder
    # 4. Plasma Rifle
    # 5. Phase Stream
    # 6. SuperBall Gun
    # 7. Van deGraff 
    # 8. Scram Cannon
    # 9. Mercury Bow
    # 10. Screaming Cannon
    # 11. Wave Motion Cannon
# C. Teams
    # 1. Syndicate
    # 2. Rogue Konoko
    # 3. TCTF
    # 4. Neutral
    # 5. Security Guard
    # 6. Konoko
    # 7. Switzerland
    # 8. Syndicate Accessory
# D. Ammo
    # As many as you want. -1 is Machine Gun Mod
# E. Cells
    # As many as you want. -1 is Machine Gun Mod
# F. Invisible
    # In frames. -1 is perma shield
# G. Shield
    # In percentage. 
# H. Boss Shield
    # 1 for yes, 0 for no.

if (kvw_sv eq 1) {
# (A. class, B. weapon, C. Team, D. ammo, E. cells, F. invisible, G. shield, H. bossshield)
# Konoko, Autopistol, Team R-Konoko
fork team_parse(0, 2, 2, 0, 0, 0, 0, 0)
# Furies,  Black Adder, Team R-Konoko, 1 ammo
fork team_parse(40, 3, 2, 1, 0, 0, 0, 0)
fork team_parse(40, 3, 2, 1, 0, 0, 0, 0)

# Griffin, VDG, Team TCTF, 2 cells, 100% shield
fork team_parse(100, 7, 3, 0, 2, 0, 100, 0)
# SWAT, Plasma Rifles, TCTF, 1 cell
fork team_parse(100, 4, 3, 0, 1, 0, 0, 0)
fork team_parse(100, 4, 3, 0, 1, 0, 0, 0)

# Muro, Fists, Team Syndicate, Bossshield
fork team_parse(80, 1, 1, 0, 0, 0, 0, 1)
# Ninja, Fists, Team Syndicate, invisible
fork team_parse(50, 1, 1, 0, 0, -1, 0, 0)
}


}

Upcoming settings for custom teams. See EdT, you have your very own section. You will be in the menu too.

Does the whole "team_parse" thing sound too complicated? You don't have to use it, it is just for quickly starting your favorite battles. (and easily sharing them)

Last edited by Gumby (06/19/08 16:06)


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#35 06/19/08 16:06

polat1991
Member
Registered: 06/19/08

Re: Konoko vs The World - a fully customizable fight script!

thanks i can wait:)

İ like enemy is fury:D

too many and fight

So İ used Windows smile

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#36 06/19/08 16:06

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

Re: Konoko vs The World - a fully customizable fight script!

Shoot. At the end of each team_parse, there will be an HP option. It won't do anything for now though big_smile


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
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#37 06/19/08 16:06

Barneyhater
Member
From: New York City, NY, USA
Registered: 04/13/08
Website

Re: Konoko vs The World - a fully customizable fight script!

Wait so we'll be able to preset our battles through that example?


"It is not hatred but indifference that will destroy us." -Unknown
"One death is a tragedy. The death of a million is a statistic" -Joseph Stalin

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#38 06/19/08 16:06

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

Re: Konoko vs The World - a fully customizable fight script!

Yes. That is the eventual plan. Is that something you wanted?


Iritscen: roll
Iritscen: it's amazing this program even works
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#39 06/19/08 16:06

Barneyhater
Member
From: New York City, NY, USA
Registered: 04/13/08
Website

Re: Konoko vs The World - a fully customizable fight script!

LOL HECK YEAH!!! THANKS MAN!!! But will be able to have multiple battles preset and be able to choose them in game? XD


"It is not hatred but indifference that will destroy us." -Unknown
"One death is a tragedy. The death of a million is a statistic" -Joseph Stalin

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#40 06/19/08 17:06

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

Re: Konoko vs The World - a fully customizable fight script!

Yes. You will be able to select by savepoint, or by menu number 3. You can have up to 9.

The menus will be able to be switched left @ right

Spawn <=> Settings <=> Preset <=> Spawn, etc.

But you will have to write them out yourself. big_smile IIt shuld be pretty self explanitory, but I can help if needed.

Last edited by Gumby (06/19/08 17:06)


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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#41 06/19/08 17:06

polat1991
Member
Registered: 06/19/08

Re: Konoko vs The World - a fully customizable fight script!

this script is only compound?

Another Level? CAn i play it?

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#42 06/19/08 17:06

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

Re: Konoko vs The World - a fully customizable fight script!

Yes. Don't expect it to change levels. Compound has the most options in regards to characters.


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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#43 06/19/08 23:06

Muro
Member
From: England
Registered: 05/28/08

Re: Konoko vs The World - a fully customizable fight script!

Wow excellent work, its great to set up battles between the computer controlled characters.

Just a few things.

1 - Never give the civilian a van de gra pistol as that causes the game to crash.

2 - The civilians have a crazy amount of HP. They can take as much damage as 10 elite strikers!

3 - Pity you can only have 3 swats. Is there any way to get around the character limit?

4 - Most importantly a way to reset the battle after it as finished would be nice or if the two sides just spawned after one had died.

I'll play with the mod some more tomorrow smile

Oh and if you want to watch the battle just enter the cheat 'moonshadow' in the main menu.

Last edited by Muro (06/19/08 23:06)

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#44 06/19/08 23:06

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

Re: Konoko vs The World - a fully customizable fight script!

1. Hmm. Odd. I'll check that out. I didn't realize that happened.

2. Yeah, they are actually test characters hidden in the level. I put them in just for fun. I could put in actual civilians (if you really wanted me to >_>) but they are pretty boring.

3. Either wait for the Windows version or add in EdT's characters pack, which will be integrated into the next version.

4. For the fourth time, use the runback+punch move to open the menu, and then use the same move again to reset all the counters, (and kill everybody)

5. In the next version you will be able to switch Konoko's team, Switch it to the Swiss team, and nobody will attack you.



EDIT: About #1. It seems to work fine with me. Had you been messing around with Machine Gun Mode beforehand?

I just spawned two "Civilians" with VDGs just fine.

Last edited by Gumby (06/19/08 23:06)


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
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#45 06/20/08 08:06

Muro
Member
From: England
Registered: 05/28/08

Re: Konoko vs The World - a fully customizable fight script!

Ok had some fun last night and here are the results.

Muro vs 3 swats (One with VDR pistol)

Fight one - Muro wins but only just
Fight two - Muro loses with two swats still alive

I put him up against 3 ninjas but they destroyed him big_smile

6 Elite strikers vs 6 ninjas

The strikers annihilate the ninjas with no loses.

Next i gave the ninjas 3 swats and a comguy but they were still annihilated and only succeeded in skilling a single elite striker.

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#46 06/20/08 09:06

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

Re: Konoko vs The World - a fully customizable fight script!

Remember that elites have much more hp than the ninjas.


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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#47 06/20/08 10:06

Muro
Member
From: England
Registered: 05/28/08

Re: Konoko vs The World - a fully customizable fight script!

Yeah but ninjas can chain attacks faster. I have always had a easier time with Elite strikers. I think its because the Ninjas have no where to run to. They can avoid attacks 1v1 but when there are so many opponents around they can't get the breathing room.

3 ninjas vs 4 furys - 3 furys remain
4 ninjas vs 4 furys - 2 ninjas remain

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#48 06/20/08 10:06

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

Re: Konoko vs The World - a fully customizable fight script!

Good news everybody! I have a working beta of the preset system! I still have to implement powerups and the preset menu, but things are going well.


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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#49 06/20/08 12:06

Barneyhater
Member
From: New York City, NY, USA
Registered: 04/13/08
Website

Re: Konoko vs The World - a fully customizable fight script!

Great! Looking forward to it!!!


"It is not hatred but indifference that will destroy us." -Unknown
"One death is a tragedy. The death of a million is a statistic" -Joseph Stalin

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#50 06/20/08 12:06

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

Re: Konoko vs The World - a fully customizable fight script!

Oh, and I also fixed the spawn point issue. Good times.


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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