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#1 3/6/13 17:24

Samer
Member
From: Lebanon
Registered: 4/9/09
Website

Combat IDs?

http://wiki.oni2.net/AI#Combat_behavior … pons....22
what are the combat IDs (numbers) that can be used in the BINACJBOCharacter
Example Barabas's combat ID is 9 and mutant muro is 13 .. what is the combat ID for the others ?
for example if I want the character to stand and shoot what combat ID do i give it in the BINACJBOCharacter ... I can't seem to find that info on the wiki.

also for melee profiles could we have a clear wiki page that sates the melee profile for each character ? (and for the combat Ids ?)
http://wiki.oni2.net/XML:BINA/OBJC/MELE doesn't state the melee IDs

<MeleeId>     integer     Used by ONCC and CHAR.

would be great if it linked to them ...
this one http://wiki.oni2.net/OBD:BINA/OBJC/MELE is mixed with hex and random talk ..

also i'm trying to find the possible animtypes and animstates, but failing to do so, a link would be appreciated.

so if someone wants the melee or combat Ids or "animtypes" or "animstates"... I hope we can do something so that simply searching for "melee  id" or "combat id" or "animtypes", "animstates" ... on the wiki should present that info clearly as these are important modding info \ sources.

Last edited by Samer (3/6/13 17:35)


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#2 3/6/13 17:35

EdT
Moderator
From: Los Angeles, CA
Registered: 13/1/07
Website

Re: Combat IDs?

I think this page will help: http://wiki.oni2.net/OBD_talk:BINA/OBJC/CMBT

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#3 3/6/13 17:38

Samer
Member
From: Lebanon
Registered: 4/9/09
Website

Re: Combat IDs?

yes it does ! where was that buried :\ I didn't find it (this page for example should be linked to somewhere on the wiki from the xml and hex info).... thanks Ed .. could you help me with the animstates and types tongue ?

Last edited by Samer (3/6/13 17:39)


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#4 3/6/13 18:04

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

Re: Combat IDs?

Ha, I've never seen that before either.  Many are the wiki's secrets.  When I categorized the wiki, I saw all the pages it had to offer... except for the talk pages, which don't get categorized.


byproducts are fine, but where's the beef?

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#5 3/6/13 18:22

EdT
Moderator
From: Los Angeles, CA
Registered: 13/1/07
Website

Re: Combat IDs?

I think this is what you want

Starting from here: http://wiki.oni2.net/Combat_moves
leads to http://wiki.oni2.net/Animation
then to states http://geyser.oni2.net/anim/state.txt
and types http://geyser.oni2.net/anim/type.txt

Another way is to enter -help enums in the command line of Vago
You will see

enum TRAMState
    None = 0
    Anything = 1
    RunningLeftDown = 2
....

and

enum TRAMType
    None = 0
    Anything = 1
    Walk = 2
...

I didn't include the entire list.

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#6 3/6/13 18:31

Samer
Member
From: Lebanon
Registered: 4/9/09
Website

Re: Combat IDs?

yeah I think Loser linked me to the types before.. never saw the states though. but still I think these should be presented in an easier to find\access way on the wiki.
thanks Edt.


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#7 3/6/13 18:50

Samer
Member
From: Lebanon
Registered: 4/9/09
Website

Re: Combat IDs?

another question for those who might now .. is there anyway to make a character think it has a weapon ? a command or something
basically I want rayman to think he has a weapon so he keeps shooting \ using his punch animation which shoots energy balls. I was hoping to use the stand and shoot combat ID for him but if there's no weapon he'll go to melee instead which i don't want ... any way around that or will I have to make him a custom combat ID.

i thought i'm going to be smart if I do this for rayman

<Name>rayman</Name>
                <CombatId>232</CombatId>
                <Behaviors>
                    <LongRange>BarabasShoot</LongRange>
                    <MediumRange>BarabasShoot</MediumRange>
                    <ShortRange>Melee</ShortRange>
                    <MediumRetreat>BarabasShoot</MediumRetreat>
                    <LongRetreat>BarabasShoot</LongRetreat>
                </Behaviors>
                <Combat>
                    <MediumRange>100</MediumRange>
                    <MeleeOverride>ShortRange</MeleeOverride>
                    <NoGunBehavior>BarabasShoot</NoGunBehavior>
                    <ShortRange>15</ShortRange>
                    <PursuitDistance>200</PursuitDistance>
                </Combat>

idea was even if there's no gun ... nogunbehavior was to also use Barabasshoot (so he fires an energy ball by punching every few seconds, but it refuses that value when converting :\ .. any idea how i can make him shoot instead without giving him a weapon. (his punch animation ie COMcomb_p shoots.)

Last edited by Samer (3/6/13 20:48)


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#8 4/6/13 5:30

Samer
Member
From: Lebanon
Registered: 4/9/09
Website

Re: Combat IDs?

thanks for the wiki update paradox.


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#9 4/6/13 8:38

EdT
Moderator
From: Los Angeles, CA
Registered: 13/1/07
Website

Re: Combat IDs?

According to the wiki nogunbehavior has three options: Melee, Retreat, RunForAlarm  http://wiki.oni2.net/XML:BINA/OBJC/CM

Maybe you can create a melee profile for Rayman, so that the punch has a high probability and the delay between punches are small.  In essence so that Rayman will spam his punches.

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#10 4/6/13 9:50

Samer
Member
From: Lebanon
Registered: 4/9/09
Website

Re: Combat IDs?

Yes already done i made him a new melee profile big_smile .. Was hoping to avoid melee profile changes for compatability issues with other packs with melee profiles but then realized i could just localize it in level25 not level0.
but changing the melee profile has a big learning curve for me,
example i had:
maneuver : retreat
then position : stand then
attack : punch,
because i want him to retreat first then use the fireballl because it's ineffective at close range.
The result was sometimes he retreats but stops without punching and then comes forward.  and sometimes he'll retreat and shoot like supposed to. Still haven't figured out the correct balance.


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