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#51 27/9/08 10:25

paradox-01
Member
From: Germany
Registered: 14/1/07

Re: TRAM Discussion

We have a few incomplete XML tutorials over there.
Feel free to extend or to add a section.

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#52 27/9/08 10:44

Iritscen
Moderator
From: NC, USA
Registered: 22/10/07

Re: TRAM Discussion

Actually, love_Oni, paradox is already working on that, showing how to edit OniSplit's XML files in various ways.  The pages are in his user namespace until they're finished, which is probably why you haven't seen them.  There might be some things, though, that he isn't going to cover.  You'd have to ask him how many subjects he intends to cover with his tutorials.


byproducts are fine, but where's the beef?

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#53 28/9/08 4:32

love_Oni
Member
From: Da Nang, Vietnam
Registered: 10/5/08

Re: TRAM Discussion

I think I made a mistake in TRAM. Can someone upload the file 'TRAMELICOMcrouch_kick.oni' for me? (Thank you!)


The Boy Who Knew Too Much tongue

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#54 28/9/08 7:01

paradox-01
Member
From: Germany
Registered: 14/1/07

Re: TRAM Discussion

It's always a good idea to make a backup before modding a file. smile
http://www.paradox.oni2.net/temp/

Last edited by paradox-01 (28/9/08 7:09)

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#55 28/9/08 7:59

love_Oni
Member
From: Da Nang, Vietnam
Registered: 10/5/08

Re: TRAM Discussion

Thank you, I'll remember that big_smile!

In some throw animations (in .xml format), I saw these tag:

<Throw>
            <VictimAdjustment>
                <Position>-1.189839 0.166564941 9.04254</Position>
                <Angle>0</Angle>
            </VictimAdjustment>
            <Distance>15</Distance>
            <Type>Thrown4</Type>
        </Throw>

Can someone show me what these numbers "-1.189839 0.166564941 9.04254" mean? Which is the height number, which is the length number, which is the distance number?


The Boy Who Knew Too Much tongue

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#56 28/9/08 10:25

Gumby
Member
From: Seattle, WA, USA
Registered: 30/8/07

Re: TRAM Discussion

x y z.

X is Left\Right  Y is distance Z is up\down

....i think

Last edited by Gumby (28/9/08 10:26)


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 29/9/08 13:42

Loser
Member
From: somewhere in da Czech Republic
Registered: 14/1/07

Re: TRAM Discussion

Love_Oni, THIS page may help you ^_^.

                                                                                                                          Loser


"I am just a mere reflection of what I would be."

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#58 12/10/08 8:27

love_Oni
Member
From: Da Nang, Vietnam
Registered: 10/5/08

Re: TRAM Discussion

I want to ask this thing about TRAM.

Although I have installed Loser's latest version of thrown TRAMs, I think Konoko's Running Lariat move was not very good, because the 'target' animation has a long invulnerable time; so I decided to reduce it. In the .xml file, I saw:

<InvulnerableStart>0</InvulnerableStart>
        <InvulnerableEnd>0</InvulnerableEnd>

That means it doesn't have the invulnerable time, but it does! So change the number 0 to 130

<InvulnerableStart>0</InvulnerableStart>
        <InvulnerableEnd>130</InvulnerableEnd>

But it still had a long invulnerable time. I still don't know what happened.

Can this problem be solved?

Last edited by love_Oni (12/10/08 8:27)


The Boy Who Knew Too Much tongue

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#59 12/10/08 11:37

Loser
Member
From: somewhere in da Czech Republic
Registered: 14/1/07

Re: TRAM Discussion

love_Oni, Konoko's lariat throw as well as some other throws that cause character to end facing different way (so you start facing left, and after the animation you end facing right) are invulnerable for whole time.

Altough you can do whatever you want, I have to say I have a reason for leaving them in their current status. Reason is that if animation is interrupted, character automatically reverts to original facing (engine powered, no way to change that).

That means: You lariat enemy, he turns 180° and starts falling. You kick him, and he "slides" 180° back into his original facing. Looks awful, so I left this and some other throws invulnerable. Not because I wanted, but because I HAD TO.

Anyway, how to change it (have fun with sliding enemies, I find it unesthetic enough to leave those anims invulnerable):
Extract animation, find animation flags or how it is called, there should be set of flags or names. Either remove flag named invulnerable or (if there are numbers), delete flag "2" (or "0x02"). Now animation should be completely vulnerable to melee damage. Next, set InvulnerableStart/Stop to its frames if you want to have part of animation invulnerable and rest vulnerable.

                                                                                                                           Loser

P.S.: I see that there are lately some experiments with exe <-> exe communication. If it suceeds and there will be something like netplay (even two on one computer), I nominate my combat system to be "standard" one.

REASONS:
- minimum unblockable attacks
- throw ranges united and set quite low to prevent spam
- special attacks have vulnerable windows to prevent spam
- all characters now have same conditions when it comes to dodging
- attacks/blocks got balanced, you cannot block two punches and then retaliate with throw (quite spammable strategy in original Oni). Either have a sharp eye and retaliate after first blocked blow, or eat whole combo.

Last edited by Loser (12/10/08 12:02)


"I am just a mere reflection of what I would be."

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#60 12/10/08 12:15

Iritscen
Moderator
From: NC, USA
Registered: 22/10/07

Re: TRAM Discussion

If it suceeds and there will be something like netplay (even two on one computer), I nominate my combat system to be "standard" one.

Heh, Loser is basically "calling shotgun" on netplay even if it doesn't happen for years :-)

On topic, I always wondered about that Lariat animation's invulnerability, because I think most of us are inclined to go for an additional hit as the enemy falls, and it always bothered me that I couldn't do any damage with a leg sweep, etc during their fall.  I forgot to ever ask about this, so I'm glad love_Oni did.


byproducts are fine, but where's the beef?

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#61 12/10/08 19:40

Gumby
Member
From: Seattle, WA, USA
Registered: 30/8/07

Re: TRAM Discussion

Loser, to be honest, throws being removed would be best for Netplay. big_smile

@Invulnerability - couldn't you make the enemy hittable, but not moveable (ie: canttouchthis)?

Last edited by Gumby (12/10/08 19:41)


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 13/10/08 8:31

love_Oni
Member
From: Da Nang, Vietnam
Registered: 10/5/08

Re: TRAM Discussion

Ah, I see. One more thing to learn.

Here are the 2 modified throw-tgt TRAMs. I reduced the invulnerable time, use it if you are interested. When you finished lariat an enemy from behind, you can back punch/kick to do extra damage (new combo big_smile!).

Also, in those TRAMs, falling body thrown can cause damage, so you need a little bit careful. smile

http://oni.bungie.org/community/forum/a … p?item=402

P.S: Ask again. Why can't we put an attachment in "7th Anniversary Edition" forum?

Last edited by love_Oni (13/10/08 8:34)


The Boy Who Knew Too Much tongue

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#63 13/10/08 14:32

Iritscen
Moderator
From: NC, USA
Registered: 22/10/07

Re: TRAM Discussion

I thought it was possible in any forum to attach files, as long as they are the right type.  .zip works, for instance, IIRC.


byproducts are fine, but where's the beef?

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#64 13/10/08 15:56

Gumby
Member
From: Seattle, WA, USA
Registered: 30/8/07

Re: TRAM Discussion

Why don't you get an Oni2.net account?


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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#65 13/10/08 19:24

Iritscen
Moderator
From: NC, USA
Registered: 22/10/07

Re: TRAM Discussion

He could always do that, although it might be simpler to upload the mod to the Depot.  It's pretty easy to find the link to the file after uploading it, and post it back here.


byproducts are fine, but where's the beef?

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