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#26 01/01/14 21:01

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

Re: bsl questions and problems

i tried freezing and unfreezing, passive and active, ai2_reset, chr_delete and respawn, forget, ignore player and makeblind ... none worked :S


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#27 01/01/14 22:01

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

Re: bsl questions and problems

ai2_idle seems to have worked ...

I have another issue now ... anyone encountered this error before ?   " SLiShedule_Task_Find FAILED [IMPORTANT] "
I get in the console  most often when the character dies in an acid pit or something that causes instant kill. What does it mean ?

Last edited by Samer (01/01/14 22:01)


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#28 01/02/14 00:01

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

Re: bsl questions and problems

I glanced through Bungie's usage of ai2_lookatchar in Oni and it wasn't very illuminating.  They use it at the ending cutscene of TCTF II right before they fade out, so they don't need to have a way to undo it.  But they also use it to make Konoko look at Barabas as he flies into the sky after being beaten at Vago.  Right after this, they delete Barabas, so presumably Konoko loses her lookatchar status when he is deleted.

Edit: Oops, didn't see the second page, you already solved it.  Well, I haven't seen the scheduler error before, but I think it has to do with using sleep commands.


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#29 01/02/14 06:01

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

Re: bsl questions and problems

mmm Thanks Iritscen. though I'm not using any sleep in the code that causes the instant death ... but it maybe in something else.

@paradox I know you're currently busy with CRSA (much appreciated btw smile ) but do you think you can take a look at the scripts I have for the wilderness level and help me troubleshoot some stuff ? including this SLi error thing.

Last edited by Samer (01/02/14 06:01)


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#30 01/02/14 06:01

s10k
Member
Registered: 01/14/07
Website

Re: bsl questions and problems

Right after this, they delete Barabas, so presumably Konoko loses her lookatchar status when he is deleted.

Yes chr_delete should do it. I have used it at the final cutscene of Old China at it worked just fine.

anyone encountered this error before ? SLiShedule_Task_Find FAILED [IMPORTANT]

Yes I believe so. If I remember correctly that happens when you can a function too many times (in very short periods of time, like infinite loop/recursion).

It probably happens due the trigger volume at the acid (it call one function many times in little seconds).

If is a trigger make sure it is called using <Entry> instead of <Inside>.

Last edited by s10k (01/02/14 06:01)

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#31 01/02/14 06:01

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

Re: bsl questions and problems

thanks s10k.
but actually the tv is entry not inside that's what's weird to me.

these are the functions that I think maybe causing it:

func void instantkill(string ai_name)
{
chr_death_lock
chr_pain(ai_name, death);
chr_set_health(ai_name,0);
}


func void acid_pool(string ai_name)
{   
   
    if(chr_is_player(ai_name)){
        cm_detach();
    }
   
    chr_animate(ai_name,KONOKOacid);
    sleep 5
    chr_death_lock(ai_name)
    chr_pain(ai_name, death);
    chr_set_health(ai_name,0);
    sleep 120
}   

I used death lock because without it the character was acting like it died several times. (would play several death sounds quickly, so I'm guessing that yes it was somehow calling the function several times)
but if the tv is entry not inside why would it ?

also for chr_delete it works on player yes, I'm unable to use character delete because the character I want to stop looking is looking at the player, so I'd have to delete the player. I did try deleting the looking character itself and re-spawning it though, ... didn't work.

Last edited by Samer (01/02/14 06:01)


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#32 01/02/14 07:01

s10k
Member
Registered: 01/14/07
Website

Re: bsl questions and problems

What calls instant kill is a trigger volume too?

that chr_death_lock doesn't have a parameter you should replace it by chr_death_lock(ai_name);

You can also try 'OneTimeEnter' flag in the trigger volumes that call that functions:
http://wiki.oni2.net/XML:BINA/OBJC/TRGV

A sleep at the end of instant kill function would not hurt too I believe.

Last edited by s10k (01/02/14 07:01)

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#33 01/02/14 08:01

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

Re: bsl questions and problems

Dunno about the script line shedule. As for the forget looking ... maybe try ai2_lookatchar AIname -1 and see what happen.

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#34 01/02/14 13:01

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

Re: bsl questions and problems

if i add one time enter  and a character other than player falls in the acid and dies, then when the player falls into it he won't be affected because it's already been entered once.


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#35 01/07/14 22:01

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

Re: bsl questions and problems

is there a command or someway to make the laser sight of the gun held by player disappear during a cut-scene ?

EDIT: never mind I got it by looking at the tctf-ii cutscene. marketing_line_off=1

Last edited by Samer (01/07/14 23:01)


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#36 01/12/14 07:01

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

Re: bsl questions and problems

Samer wrote:

show_flags = 1 doesn't do anything
also show_triggervolumes = 1  is not accepted, wiki says it's a mac only command .. is there an alternative to view the tirggervolumes in game ?

Alloc wrote:

Nope, currently not. We're kinda working on this issue wink

How's that going ? I can't tell you how much I needed that feature these past few months modding the level.


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#37 01/12/14 08:01

Alloc
Member
From: Germany -> Darmstadt
Registered: 01/14/07
Website

Re: bsl questions and problems

Sorry, actually there's been no progress as the Win engine is missing too much code.


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#38 01/12/14 08:01

s10k
Member
Registered: 01/14/07
Website

Re: bsl questions and problems

Samer wrote:
Samer wrote:

show_flags = 1 doesn't do anything
also show_triggervolumes = 1  is not accepted, wiki says it's a mac only command .. is there an alternative to view the tirggervolumes in game ?

Alloc wrote:

Nope, currently not. We're kinda working on this issue wink

How's that going ? I can't tell you how much I needed that feature these past few months modding the level.

Ingame there isn't but I believe as workaround you can use neo's Oni browser or Paradox's Mod Tool addon OniTools.

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