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#51 06/20/08 12:06

s10k
Member
Registered: 01/14/07
Website

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

seems nice, keep the good work.

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#52 06/20/08 13:06

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

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

Thanks.

Hey, has anyone noticed two blue strikers appearing as the 6th and 7th strikers? I coded them in by mistake, ssg's pictures don't always match the class name. Do you guys want more of the lower level classes tacked onto the end?

Also, the menu system has changed a bit. At the punch or kick message, you can now kick to go back to the ammo menu, and then punch to spawn another character with the exact same settings, making quickly spawning large numbers of the same character easier. Runback+kick will now exit the menu and start the fight, anywhere in the menu. This will make it easier if you accidentally hit punch to spawn, and you don't want to spawn anything more. I'll probably also add a 3 second delay to starting the fight "3...2...1..fight!" just so it isn't so sudden.

ALSO! There might not be a seperate windows version. I'm hoping in the near future I can add around 10 of each class to a .oni file (I'm gonna need help with this probably), and tbat could be useable to add as many as you like as each character (ok, only 10, but that is more than most people need). The only thing that will be msising is custom HP values, but I think we can live without those. (can we?) In the end, it will make coding this thing easier, and enable the Mac folks to have more fun.

If anyone would be willing to help me with the aforementioned project, please tell me. I would really appreciate it.

ALSO: I'm putting in a request to move this to the AE forum, because with the upcoming changes, AE's class globalization will be needed.

Last edited by Gumby (06/20/08 13:06)


Iritscen: roll
Iritscen: it's amazing this program even works
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Iritscen: and that statement applies to my code, not just yours

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#53 06/20/08 22:06

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

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

1.3 is here. Hope you like it!


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
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#54 06/20/08 23:06

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

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

Gumby wrote:

1.3 is here. Hope you like it!

Oh, thanks!
(Hey, I'm the first to download it tongue)

Last edited by love_Oni (06/20/08 23:06)


The Boy Who Knew Too Much tongue

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#55 06/20/08 23:06

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

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

Sweet. Tell me if you like the improvements.


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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#56 06/21/08 00:06

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

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

Hmm. Slight glitch in this version. Konoko gets whatever weapon the last person selected got. I'll upload a new version tomorrow, but it isn't gamebreaking.


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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#57 06/21/08 07:06

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

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

Hey no fair! I have to go to Regents review then go to Manhatten today -.-

Mabye I should just cancel XD

43) When you cancel important appointments that could be life changing just to play Oni 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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#58 06/21/08 09:06

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

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

wrong topic big_smile

Also, fixed version uploaded.

Last edited by Gumby (06/21/08 09:06)


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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#59 06/21/08 10:06

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

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

Hmm. I may have made another bug. For now, please note that the team menu is bugged, when you use it, some of the menus disspaear, but no fix today...it is sort of a day off for me...


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 06/21/08 14:06

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

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

What do I choose for the custom team menu thing? I just chose 1 and then I was back to the Konoko menu and couldn't kick to start it just says kick to go back and punch to spawn more O_O

Edit: And also you should spawn the gun for Konoko after the menu is finished O_O Not a big deal though so its ok

Edit 2: Can't seem to spawn anyone in the non-preset version.

Hey, has anyone noticed two blue strikers appearing as the 6th and 7th strikers? I coded them in by mistake, ssg's pictures don't always match the class name. Do you guys want more of the lower level classes tacked onto the end?

Err no I just tried it. Do you have your Oni on easy mode ^_^?

Last edited by Barneyhater (06/21/08 14:06)


"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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#61 06/21/08 16:06

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

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

1. I told you, I changed the fight starting move to Runbackwards+kick.

2. It should be giving you the gun when you exit the menu...

3. O_O I don't know why you can't spawn anyone. That shouldn't be happening. Try spawning someone without using the preset menu and using SP0 (clicking on the name of the level). What may be happening is that you are spawning invisible characters. (As I said, big bug, trying to fix it).

4 Oh. It was on normal mode. My persist.dat got reset...

Again, the preset menu is still a bit bugged. I'm looking into it. Most of the issues are with adding more characters after you use a preset.

EDIT: Make sure you aren't mixing versions. Try completely removing the scripts and redownloading the zip.

Last edited by Gumby (06/21/08 16:06)


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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#62 06/21/08 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!

1) Ah yes sry about that forgot about the RunBackwards kick.

2) It gives a gun before I exit in Machine Gun Mode

3) Sry I should have rephrased it (Same as number one solved now)

4) =P

And also it seems that after I spawn 5 strikers and 3-5 ninjas it won't let me spawn anymore (Mabye cuz I punched to fast?)


"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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#63 06/21/08 17:06

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

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

2) That is slightly broken still. Imagine this modification as a machine held together with bungiee cords and rubber bands, and the Machine Gun mod duct taped on to the outer shell. I still need to mess around with Konoko's stuff. (and fix the preset bug)


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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#64 06/21/08 21:06

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

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

I haven't noticed any problems, good job.

If you load up save point one and run backwards while doing a kick it automatically loads up about 8 preset enemy's. Did you do the same for other save points? Preset battles would be a great way to get around having to set up each and every battle. A repeat feature would be great where you could just re spawn all the enemy's you set up rather then having to set things up again. Having massive battles is great but having to set up the teams can take time after  you do it a few times.

Its great fun though smile

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#65 06/21/08 22:06

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

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

Running backwards and kicking doesn't spawn the enemies, it does that automatically.

Yes, it is set up for all 9 savepoints. Unlocking more savepoints is a simple (yet permanent) procedure. If you can decipher my config notes, you can make your own. Ask if you need help. A slight warning: The class variable will likely be changed in 2 versions. That is when I will likely be implementing EdT's wonderful class additions. The next version will mostly be bugfixing.

Repeat will...come maybe. It depends on how many functions the engine can run at once. If can will run 20-30 more than it currenty can, then yes, there will likely be a repeat function. Along with a whole bunch of other great features. Just think of the things I can do by sending a single instruction to all AI at once. wink

EDIT: Preset bugs are fixed. Happy Birthday to me. Just need to fix machine gun, and another bug nobody noticed and 1.3c will be out.

Last edited by Gumby (06/21/08 23:06)


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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#66 06/22/08 10:06

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

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

How about a SBG in Machine Gun Mode? I gave a SBG like that to the SWAT and he shot bullets but not grenades.


The Boy Who Knew Too Much tongue

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#67 06/22/08 11:06

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

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

SBG has a few issues with Machine Gun Mode. I have to muck about with a lot of things to even get the other weapons to work. I will look into it though, it just isn't high on my list of priorities. Sorry >_<'.


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 06/22/08 11:06

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

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

So would that make it a rapid fire SBG? Thats crazy yikes The original weapon is already the most powerful weapon in the game. That ninja gun is also ownage.

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#69 06/22/08 11:06

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

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

The problem is, is that the AI doesn't know it can 'hold down the trigger'. So I have to trick it. Which didn't quite work with the SBG.


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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#70 06/22/08 18:06

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

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

Updated! Fixed some glitches. You now get machine gun mode when you back+kick. Good stuff.

This will probably be the last version that won't require AE and a-to-be-released .oni file to fully work. It will still work without them, but you won't have access to all the wonderful new additions (all the bosses, up to 10 of everybody including actual tankers and comguys, and Master Chief + Motoko).

Don't expect it for at least a week. I might have another project on my plate.


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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#71 06/24/08 20:06

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

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

Hey guys. I saw an idea on an old OTA thread.

I could make it so you can use cheats such as "bighead" open the menu. It was never implemented into OTA, but I was wondering if you guys would prefer it to the current runback+punch solution?


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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#72 06/25/08 03:06

marianosi
Member
Registered: 06/21/08

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

Hi where can download that script cuz i realy want it smile, in the replies are only something like 1.3 is here. But nowhere is download link sad

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#73 06/25/08 04:06

s10k
Member
Registered: 01/14/07
Website

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

Gumby wrote:

Hey guys. I saw an idea on an old OTA thread.

I could make it so you can use cheats such as "bighead" open the menu. It was never implemented into OTA, but I was wondering if you guys would prefer it to the current runback+punch solution?

I prefer put the cheats in F1 menu? Why wasting time with it?

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#74 06/25/08 08:06

marianosi
Member
Registered: 06/21/08

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

Say please where to download that script and where to put it i reeeealy want it smile.

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#75 06/25/08 08:06

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

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

Gumby: marianosi is right, the download link for your script is missing from the first post.
Also, on the wiki for http://wiki.oni2.net/AE:KvW you should add a direct link to the file.

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