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#1 12/19/07 20:12

ItemfinderDeluxe
Member
From: Canberra, Australia
Registered: 11/12/07

Understanding the dream_lab functions

I was playing through Dream Diver to try and understand how the various Shinatamas worked, and afterwards I opened up the level_logic files to have a look.  Needless to say, I can't make heads or tails of it. I know the Shinatamas do various things, but here is an example of one:

1. First Shinatama - the one who runs up the bridge saying "Konoko, this way..."

# SHINATAMA 1a
func void shinatama_1a(string ai_name)
{
    sound_dialog_play c12_63_01shinatama
    ai2_spawn shinatama_1a
    ai2_lookatme shinatama_1a
}

# SHINATAMA 1b
func void shinatama_1b(string ai_name)
{
    ai2_dopath shinatama_1a shinatama_flee_1
    door_lock 8
}

# SHINATAMA 1a DEATH
func void patrolscript0100(string ai_name)
{
    chr_delete shinatama_1a
    door_lock 7   
}

My proble is, I don't see how the code links to each other, and upon isolating it (taking it aside and placing it in a single script to test) it didn't work mad.  Can someone tell me how the Shinatamas work on this level, because it's just as confusing as the level itself!


TCTF SWAT: Striker, you're under arrest.
Striker: H4h, y0u c4n'7 570p m3!!!
TCTF SWAT: Damn it, learn to spell!!!
CURRENT PROJECT - 'Nemesis' V1.0 Released

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#2 12/19/07 21:12

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

Re: Understanding the dream_lab functions

try adding in

        trigvolume_enable shinatama1a 1
        trigvolume_enable shinatama1b 1

I'm assuming trigvolumes are activated by Konoko (or someone at least) stepping into an area...

The patrolscripts are actived...by...the engine?

I don't know, but the strikers in my copy never go into thier holes...I probably kill them too quick...


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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#3 12/19/07 22:12

ItemfinderDeluxe
Member
From: Canberra, Australia
Registered: 11/12/07

Re: Understanding the dream_lab functions

What I'm basically after is whether the player has to step within a certain area, or whether an ai can trigger the functions.  Also, I just checked, and the last Shinatama (the floating one) can run its function without needing a trigvolume_enable command. Curiouser and curiouser...


TCTF SWAT: Striker, you're under arrest.
Striker: H4h, y0u c4n'7 570p m3!!!
TCTF SWAT: Damn it, learn to spell!!!
CURRENT PROJECT - 'Nemesis' V1.0 Released

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#4 12/19/07 23:12

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

Re: Understanding the dream_lab functions

It is enabled by default...

The trigvolumes that are disabled are the ones that arent active in the last savepoint...or for some the savepoint before that...or the saverpoint before that (you get the idea)?...you don't want to active them twice do you? tongue

Last edited by Gumby (12/19/07 23:12)


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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