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#51 11/01/12 21:11

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

Re: Custom Character Mega Pack - discussion

That is odd, in the cutscene, Konoko's name is ai_3, but I don't see that either.

On another topic, this bit of code might be useful to you:
               if (difficulty() eq 2){
       
        }

I used this in the China level to make some missions harder, if the player was playing hard mode.  For example you might want to add more characters to a level, such as the casual tankers.  In the BINACHAR, add them, but pay attention to the position and rotation tags:

            <Header>
                <Flags />
                <Position>260 45 0</Position>
                <Rotation>0 90 0</Rotation>
            </Header>

Move to a place where you want the casual tanker to spawn and face the direction you want.  Then in Dev Mode, enable the CMD line and enter the command where.  You will see your location and direction facing, enter that info as position and rotation.  Now in the bsl just say ai2_spawn casual_tanker1 (or whatever you name him) and he will appear at that location.  No need to say chr_teleport casual_tanker1 flag#

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#52 11/01/12 22:11

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

Re: Custom Character Mega Pack - discussion

thanks Ed that may come in handy ...
about konoko blackops can a script call a character form another level ? could the ai3 character be in another BINA.. file in another level ?

also what does flag 6180 for a character mean ( the ninjas have that in the dream lab) ? and mini strikers have flag 36 ? and muro 100 (I'm familiar with unkillable, unknown, randomcostume, not intiallypresent, etc .. never encountered numeral flags)

Last edited by Samer (11/01/12 22:11)


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#53 11/01/12 23:11

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

Re: Custom Character Mega Pack - discussion

Sorry, I don't know why there are numbers in the OSD Flags instead of text in the Dream lab level.

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#54 11/02/12 05:11

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

Re: Custom Character Mega Pack - discussion

Ok i found this : http://wiki.oni2.net/OBD:AISA about ASIA (whatever that is) it mentions automatic naming .. ai_2 ai_3 etc like konoko's name is appearing . And the hex stuff mentions a link to oncckonoko-generic ... anyway anyone knows what's an ASIA file exactly and where do i find it ? Can i change konoko's class from there? Any xml info about it ?

Last edited by Samer (11/02/12 05:11)


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#55 11/02/12 05:11

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

Re: Custom Character Mega Pack - discussion

AISA (AI Setup Array), not ASIA.  Well, there seems to be one AISA per level, which you'll find if you look in the levelX_Final folders in the AE's GDF.  The wiki notes that AISA was largely phased out in favor of the BINACHAR data but that AISA is still used for cutscenes.  I never caught that about the automatic naming, though, that's interesting.


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#56 11/02/12 07:11

s10k
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Registered: 01/14/07
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Re: Custom Character Mega Pack - discussion

http://wiki.oni2.net/OBD_talk:AISA

Where you can find the xml documentation.

 <AISACharacter>
               <Name></Name>
               <ScriptId>1000</ScriptId>
               <FlagId>100</FlagId>
               <Flags></Flags>
               <Team>Konoko</Team>
               <Class>ONCCgriffin_generic</Class>
               <Scripts>
                   <Spawn></Spawn>
                   <Die></Die>
                   <Combat></Combat>
                   <Alarm></Alarm>
                   <Hurt></Hurt>
                   <Defeated></Defeated>
                   <OutOfAmmo></OutOfAmmo>
                   <NoPath></NoPath>
               </Scripts>
               <WeaponClass></WeaponClass>
               <Ammo>0</Ammo>
           </AISACharacter>

You will need to change the class on it to konoko black ops.

It will be in AISAlevelN_scripts.oni, where N is the number of the level.

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#57 11/02/12 09:11

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

Re: Custom Character Mega Pack - discussion

Thanks I misread it as ASIA and hence searched the folders for ASIA and didn't find it tongue ( i need new glasses tongue)

Last edited by Samer (11/02/12 09:11)


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#58 11/02/12 12:11

Samer
Member
From: Lebanon
Registered: 09/04/09
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Re: Custom Character Mega Pack - discussion

Changing the class in AISAlevel9_scripts from konoko_generic to konoko_blackops .. Making a package and installing causes game to crash when the level loads .. sad what did I miss ?

Edit on the wiki page script linked it says bungie used FILM files to teleport konoko and griffin .. This is what I meant could the cutscenes be pre-recorded ?

Last edited by Samer (11/02/12 12:11)


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#59 11/02/12 12:11

s10k
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Registered: 01/14/07
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Re: Custom Character Mega Pack - discussion

Yes, seems I also didn't explained it well. Some cutscenes indeed use the FILM files, like the intro strikers in level 2.

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#60 11/02/12 12:11

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

Re: Custom Character Mega Pack - discussion

Do you think cz the FILM used konoko_generic but I'm putting konoko_blackops that is causing it to crash ? .. Or is there something else


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#61 11/02/12 12:11

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

Re: Custom Character Mega Pack - discussion

FILM files should work with any character.


I successfully changed Griffin to Mukade.
Maybe compare with this and see if you can find a mistake in your code.

<?xml version="1.0" encoding="utf-8"?>
<Oni>
    <AISA id="0">
        <Characters>
            <AISACharacter>
                <Name></Name>
                <ScriptId>1000</ScriptId>
                <FlagId>100</FlagId>
                <Flags></Flags>
                <Team>Konoko</Team>
                <Class>ONCCsuper_ninja_1</Class>
                <Scripts>
                    <Spawn></Spawn>
                    <Die></Die>
                    <Combat></Combat>
                    <Alarm></Alarm>
                    <Hurt></Hurt>
                    <Defeated></Defeated>
                    <OutOfAmmo></OutOfAmmo>
                    <NoPath></NoPath>
                </Scripts>
                <WeaponClass></WeaponClass>
                <Ammo>100</Ammo>
            </AISACharacter>
            <AISACharacter>
                <Name></Name>
                <ScriptId>1001</ScriptId>
                <FlagId>100</FlagId>
                <Flags></Flags>
                <Team>Konoko</Team>
                <Class>ONCCkonoko_generic</Class>
                <Scripts>
                    <Spawn></Spawn>
                    <Die></Die>
                    <Combat></Combat>
                    <Alarm></Alarm>
                    <Hurt></Hurt>
                    <Defeated></Defeated>
                    <OutOfAmmo></OutOfAmmo>
                    <NoPath></NoPath>
                </Scripts>
                <WeaponClass></WeaponClass>
                <Ammo>0</Ammo>
            </AISACharacter>
        </Characters>
    </AISA>
</Oni>

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#62 11/02/12 13:11

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

Re: Custom Character Mega Pack - discussion

Were you able to change konoko though ? All i did was change konoko_generic to konoko_blackops (the name of the ONCC)

ok here's something weird the AISA i get when i convert from oni has
<Offset_2004>0</Offset_2004> instead of the flags field .. And <CharacterClass> instead of <Class>

Last edited by Samer (11/02/12 13:11)


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#63 11/02/12 13:11

s10k
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Registered: 01/14/07
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Re: Custom Character Mega Pack - discussion

You need to include the ONCC in name did you forgot it?

ONCCkonoko_blackops

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#64 11/02/12 13:11

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

Re: Custom Character Mega Pack - discussion

I did include oncc i meant i changed from konoko generic to konoko blackops (kept oncc part tongue) check my edited post .. I don't have flags field


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#65 11/02/12 13:11

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

Re: Custom Character Mega Pack - discussion

:@ i changed the code to exactly what paradox posted still crashing sad maybe it's the onisplit i'm using .. Which version are u using paradox ?


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#66 11/02/12 13:11

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

Re: Custom Character Mega Pack - discussion

v0.9.61.0

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#67 11/02/12 13:11

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

Re: Custom Character Mega Pack - discussion

v0.9.68.0 gives me a crash wrong alarm; works too with this version neutral

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

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#68 11/02/12 13:11

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

Re: Custom Character Mega Pack - discussion

Adv. options of my AEInstaller is set to "Complete Level0" and MegaPack is the only installed package.

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

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#69 11/02/12 13:11

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

Re: Custom Character Mega Pack - discussion

I was using 0.968 .. And also tried 0.958 both didn't work .. Just tried 0.961 .. Didn't work either .. So can someone please just make the AISA file for me , test it and upload the oni file here ? this is taking much more time than it's worth. Paradox if u've installed the mega pack .. can u set it to konoko_blackops and test it for me please ?


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#70 11/02/12 13:11

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

Re: Custom Character Mega Pack - discussion

I think there's a problem with getting AISA into Oni via package. Plugin works (e.g. "level9_Alpha.dat").

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#71 11/02/12 14:11

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

Re: Custom Character Mega Pack - discussion

Maybe that's the only left explanation .. I tried to put the AISA in the edition\gamedatafolder directly replacing the original .. Hoping that when it builds the dat and raw files when i install it uses it .. I didn't have a crash but it used konoko generic .. Really confusing ..
Anyway guess we'll live with : she was wearing generic outfit talking to griffin then changed to blackops outfit later tongue


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#72 11/02/12 14:11

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

Re: Custom Character Mega Pack - discussion

https://dl.dropbox.com/u/139715/temp/AI … cripts.oni
Install AISAlevel9_scripts together with ONLVpower. This should do it.

This dependency phenomenon appears also for M3GM and TRAC.

Last edited by paradox-01 (11/02/12 14:11)

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#73 11/02/12 14:11

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

Re: Custom Character Mega Pack - discussion

Yay big_smile works .. Thanks a lot paradox .. So it was a matter of also including the onlv ?


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#74 11/02/12 14:11

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

Re: Custom Character Mega Pack - discussion

Yes, because onlv links to aisa.

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#75 11/02/12 18:11

Knox
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From: (File Missing)
Registered: 08/15/11

Re: Custom Character Mega Pack - discussion

I have an idea. Maybe at the end of Dream lab, you first see Mukade, and then it morphs into Konoko wearing Mukade armor? I think someone made a mod of Konoko in Mukade's armor a bit back.


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