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#26 02/10/12 16:02

Delano762
Member
From: Poland
Registered: 12/29/10
Website

Re: Unnamed Project WIP (Alpha released)

I've started to work on this mod again, and after discovering ThrowTarget flag (thanks again Gumby) I've ran into this little problem. ThrowTarget doesn't allow to turn around when performing the animation, right? If yes, then is there any way to fix this?

Last edited by Delano762 (02/10/12 16:02)


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#27 02/11/12 05:02

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

Re: Unnamed Project WIP (Alpha released)

Why do you want to use a throw flag. The animations in your vid look like classic attacks.

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#28 02/11/12 07:02

Delano762
Member
From: Poland
Registered: 12/29/10
Website

Re: Unnamed Project WIP (Alpha released)

ThrowTarget flag is used to make 2 hit attacks, as you can see in the beginning.


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#29 02/11/12 08:02

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

Re: Unnamed Project WIP (Alpha released)

It seems to work also without that flag as long as the attack frames are overlapping.

total frames
######################################
   ##############%%%%% (attack 1)
                 %%%%%################ (attack 2)
                             

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#30 02/11/12 08:02

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

Re: Unnamed Project WIP (Alpha released)

what yikes ? we can make one animation cause 2 hits to same target yikes ? since when ? .. loser made a video showing that it requires engine modification, it can be done in xml alone ?

can anyone explain how ?


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#31 02/11/12 10:02

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

Re: Unnamed Project WIP (Alpha released)

To work properly overlapping frames should be more than 5. As more as the better, I guess. Then again, if the second attack part starts early after the first then the enemy's first block might also absorb the second part. Also, first attack part can bring enemy out of range because of the knockback. So first knockback value should be low or zero. Test it out to get a good balance.
Loser maybe made the '2 attack parts on 1 foe'-discover during pre-onisplit era. He is skilled in hex-edit but hex is tough nonetheless. Maybe he just forget to increase the attack part counter* for normal attack and so he might have concluded that ThrowTarget had a bonus. (*There are some counters in the TRAM binary which onisplit handles automatically and spares us the work.)

The code itself has a simple structure:

            <Attack>
                <Start>20</Start>
                <End>50</End>
                <Bones>LeftThigh LeftCalf LeftFoot RightThigh RightCalf RightFoot</Bones>
                <Flags />
                <Knockback>4</Knockback>
                <HitPoints>5</HitPoints>
                <HitType>HitHead</HitType>
                <HitLength>5</HitLength>
                <StunLength>8</StunLength>
                <StaggerLength>0</StaggerLength>
            </Attack>
            <Attack>
                <Start>35</Start>
                <End>75</End>
                <Bones>LeftThigh LeftCalf LeftFoot RightThigh RightCalf RightFoot</Bones>
                <Flags />
                <Knockback>40</Knockback>
                <HitPoints>10</HitPoints>
                <HitType>KnockdownFoot</HitType>
                <HitLength>5</HitLength>
                <StunLength>8</StunLength>
                <StaggerLength>0</StaggerLength>
            </Attack>

Edit:
Be aware of two different conversions.
- Modding existing anims (ekey, Heights, velocities, etc. are already present) -> attack extents and attack ring must be present.
- Creating a totally new anim (ekey, Heights, velocities, etc. are not present, <DaeImport> present) -> attack extents and attack ring become calculated by onisplit (v55+) when it converts dae and xml to oni.

Last edited by paradox-01 (02/11/12 13:02)

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#32 02/11/12 10:02

Loser
Member
From: somewhere in da Czech Republic
Registered: 01/14/07

Re: Unnamed Project WIP (Alpha released)

Hm, nice discovery here. I didn't forget anything (HEXguy word on it ^_^), but at least for me Oni was unstable and produced occasional crashes when I tried this little trick without ThrowTarget flag.

And for Delano, ThrowTarget is a flag primary used for victims of grabs. Of course it will prevent the character from any rotation as an insurance against any possible glitches which would allow victim of the throw to rotate freely. I don't know any workaround for this issue, apart from altering code ^_^.

Last edited by Loser (02/11/12 10:02)


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#33 02/11/12 15:02

Delano762
Member
From: Poland
Registered: 12/29/10
Website

Re: Unnamed Project WIP (Alpha released)

Thanks, ThrowTarget indeed isn't required. But my real goal is to make that Muro's helicopter a real helicopter. And attacks with more 2 hits make the game blam. I guess fixing that would require altering the code as well, right?

Last edited by Delano762 (02/11/12 15:02)


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#34 02/11/12 21:02

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

Re: Unnamed Project WIP (Alpha released)

You might be able to get more hits in by stringing animations together. Could be kind of dodgy though.


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#35 04/29/12 10:04

Delano762
Member
From: Poland
Registered: 12/29/10
Website

Re: Unnamed Project WIP (Alpha released)

Now this mod has a new animation: http://www.youtube.com/watch?v=eCYQPpFn4is&feature=plcp

That's basically Tekken's Heihachi Mishima's famous spinning leg sweep.
And I'm gonna make more.
Anyway, what do you think of it?

Last edited by Delano762 (05/04/12 15:05)


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#36 04/29/12 15:04

TOCS
Member
From: Denmark
Registered: 04/04/07

Re: Unnamed Project WIP (Alpha released)

Hehe nice, I always loved the Mishima Fighting Style. It'd be even cooler if you could do 3 of them rapidly after each other. big_smile How did you make the move so authentic anyway? smile 3ds Max?

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#37 04/29/12 15:04

Delano762
Member
From: Poland
Registered: 12/29/10
Website

Re: Unnamed Project WIP (Alpha released)

TOCS wrote:

It'd be even cooler if you could do 3 of them rapidly after each other. big_smile

That's exactly what I'm going to do.

TOCS wrote:

How did you make the move so authentic anyway? smile 3ds Max?

Nothing like that, just XSI. This was relatively easy, but I don't know how to explain this though...

And TOCS, now about that BC2 session and informing me whether something goes wrong via Steam...

Last edited by Delano762 (04/30/12 03:04)


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#38 04/29/12 23:04

EdT
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From: Los Angeles, CA
Registered: 01/13/07
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Re: Unnamed Project WIP (Alpha released)

Looks great!

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#39 04/29/12 23:04

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

Re: Unnamed Project WIP (Alpha released)

A Mishima fighter would be great in Oni.


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#40 04/30/12 14:04

kyletm57
Member
From: Lithia, FL.
Registered: 06/26/11

Re: Unnamed Project WIP (Alpha released)

That's pretty awesome, I'd love to eventually see Kazuya or Heihachi playable in game with their own fighting styles


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#41 04/30/12 15:04

Delano762
Member
From: Poland
Registered: 12/29/10
Website

Re: Unnamed Project WIP (Alpha released)

Uh, I think I've ran into another problem.

Basically this moveset is supposed to be a combo. Like in Tekken, I'm trying to make the second animation start somewhere inside the first animation, in here it's gonna be somewhere in frames 23-25 out of 51. After checking files of some other combos I've figured out that all the combos in Oni apparently start exactly after the end of previous move in the combo (<directanimations>). For example, any comb_p_p starts after the last frame of comp_p, never somewhere inside. Is there any way to start a second combo inside the first one or something like that?


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#42 04/30/12 16:04

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

Re: Unnamed Project WIP (Alpha released)

Maybe you can set the first animation as interruptible?  The only other option is to have all 3 kicks in a single animation, sort of a kick_heavy move.

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#43 04/30/12 16:04

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

Re: Unnamed Project WIP (Alpha released)

I don't totally understand the situation, but if Oni does combos a certain way, why not just mimic that?  Oni doesn't require you to press a second key precisely at the end of the first animation, so if that's the way the combo moves are set, then the game must be automatically creating a small window of time for input towards the end of each combo animation.


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#44 05/01/12 15:05

Delano762
Member
From: Poland
Registered: 12/29/10
Website

Re: Unnamed Project WIP (Alpha released)

EdT wrote:

The only other option is to have all 3 kicks in a single animation, sort of a kick_heavy move.

Nope, there are going to be different combos, like crouch_kkp or crouch_kkkkk.

EdT wrote:

Maybe you can set the first animation as interruptible?

That's exactly what I'm talking about/I need. Any ideas how to do that?

Last edited by Delano762 (05/01/12 15:05)


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#45 05/01/12 16:05

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

Re: Unnamed Project WIP (Alpha released)

I still don't get it.  Oni has branching combos already; you can do a PPP or a PPK, for instance.  Can't you just copy the way those moves are set up?


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#46 05/03/12 13:05

Delano762
Member
From: Poland
Registered: 12/29/10
Website

Re: Unnamed Project WIP (Alpha released)

Iritscen wrote:

I still don't get it.  Oni has branching combos already; you can do a PPP or a PPK, for instance.  Can't you just copy the way those moves are set up?

I can't, because:
1. Those are standing combos. What I'm trying to do is clearly a crouching combo.
2. Combos like those start directly after the end of previous one, for example this PPP and PPK begin exactly after PP (<directanimations>), never somewhere inside. And I need to interrupt crouch_kick_fw in frame 25 (out of 51) and then start crouch_kk_fw, because:
-That's the way I made this move,
-That's the way it's made in Tekken,
-If I had to use <directanimations> then I would have to cut half of the animation, and then I would have to use interpolation to have a transition between the move and idle crouch animation. And I fear that transition wouldn't look too good.

Last edited by Delano762 (05/03/12 13:05)


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#47 05/03/12 13:05

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

Re: Unnamed Project WIP (Alpha released)

Oh, I see.  Sounds like you're making one annoying, spammable, and physically improbable combo here, kid :-)  Well, you might want to check with Loser or Paradox if you can find them.  They may not have seen this thread, and may have some answers for you.


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#48 05/03/12 15:05

Delano762
Member
From: Poland
Registered: 12/29/10
Website

Re: Unnamed Project WIP (Alpha released)

Iritscen wrote:

Oh, I see.  Sounds like you're making one annoying, spammable, and physically improbable combo here, kid :-)

Physically improbable? When was the last time you saw physical laws affect an anime character and/or japanese?
Aside from that (and spammable), well, this is basically the idea of this mod big_smile

Now, how can I contact Paradox or Loser?

Last edited by Delano762 (05/03/12 15:05)


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#49 05/03/12 16:05

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

Re: Unnamed Project WIP (Alpha released)

Delano762 wrote:
Iritscen wrote:

Oh, I see.  Sounds like you're making one annoying, spammable, and physically improbable combo here, kid :-)

Physically improbable? When was the last time you saw physical laws affect an anime character and/or japanese?

It's more a matter of degree, really.  There's a difference between the true fighting games, with their twitch gameplay and advanced stuff like cancels, and the slower gameplay of Oni (which also has less guards against spamming).  But it's your mod.

Now, how can I contact Paradox or Loser?

Paradox should see messages left on his talk page on the wiki.  Loser's email address is on his profile page.


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#50 05/04/12 04:05

gmsly
Member
From: VY CMa
Registered: 05/17/08

Re: Unnamed Project WIP (Alpha released)

Delano762 can you make this Running throw animation?

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