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Well..here it is ^_^
var int amrem;
func void main(void)
{
chr_teleport 0 7010
chr_giveweapon 0 w2_sap
amrem=1200
fork machine
}
func machine
{
fork ammodisp
chr_wait_animtype 0 Autopistol_Recoil
if (amrem>29) {
if (chr_has_empty_weapon(0)) {
chr_giveweapon 0 w2_sap
amrem=amrem - 30
}
}
sleep 10
fork machine
}
func ammodisp
{
dmsg " "
dmsg " "
dmsg " "
if(amrem eq 0 ) dmsg " 0 "
if(amrem eq 30 ) dmsg " 30 "
if(amrem eq 60 ) dmsg " 60 "
if(amrem eq 90 ) dmsg " 90 "
if(amrem eq 120 ) dmsg " 120 "
if(amrem eq 150 ) dmsg " 150 "
if(amrem eq 180 ) dmsg " 180 "
if(amrem eq 210 ) dmsg " 210 "
if(amrem eq 240 ) dmsg " 240 "
if(amrem eq 270 ) dmsg " 270 "
if(amrem eq 300 ) dmsg " 300 "
if(amrem eq 330 ) dmsg " 330 "
if(amrem eq 360 ) dmsg " 360 "
if(amrem eq 390 ) dmsg " 390 "
if(amrem eq 420 ) dmsg " 420 "
if(amrem eq 450 ) dmsg " 450 "
if(amrem eq 480 ) dmsg " 480 "
if(amrem eq 510 ) dmsg " 510 "
if(amrem eq 540 ) dmsg " 540 "
if(amrem eq 570 ) dmsg " 570 "
if(amrem eq 600 ) dmsg " 600 "
if(amrem eq 630 ) dmsg " 630 "
if(amrem eq 660 ) dmsg " 660 "
if(amrem eq 690 ) dmsg " 690 "
if(amrem eq 720 ) dmsg " 720 "
if(amrem eq 750 ) dmsg " 750 "
if(amrem eq 780 ) dmsg " 780 "
if(amrem eq 810 ) dmsg " 810 "
if(amrem eq 840 ) dmsg " 840 "
if(amrem eq 870 ) dmsg " 870 "
if(amrem eq 900 ) dmsg " 900 "
if(amrem eq 930 ) dmsg " 930 "
if(amrem eq 960 ) dmsg " 960 "
if(amrem eq 990 ) dmsg " 990 "
if(amrem eq 1020 ) dmsg " 1020 "
if(amrem eq 1050 ) dmsg " 1050 "
if(amrem eq 1080 ) dmsg " 1080 "
if(amrem eq 1110 ) dmsg " 1110 "
if(amrem eq 1140 ) dmsg " 1140 "
if(amrem eq 1170 ) dmsg " 1170 "
if(amrem eq 1200 ) dmsg " 1200 "
if(amrem eq 1230 ) dmsg " 1230 "
if(amrem eq 1260 ) dmsg " 1260 "
if(amrem eq 1290 ) dmsg " 1290 "
if(amrem eq 1320 ) dmsg " 1320 "
if(amrem eq 1350 ) dmsg " 1350 "
if(amrem eq 1380 ) dmsg " 1380 "
if(amrem eq 1410 ) dmsg " 1410 "
if(amrem eq 1440 ) dmsg " 1440 "
if(amrem eq 1470 ) dmsg " 1470 "
if(amrem eq 1500 ) dmsg " 1500 "
if(amrem eq 1530 ) dmsg " 1530 "
if(amrem eq 1560 ) dmsg " 1560 "
if(amrem eq 1590 ) dmsg " 1590 "
if(amrem eq 1620 ) dmsg " 1620 "
if(amrem eq 1650 ) dmsg " 1650 "
if(amrem eq 1680 ) dmsg " 1680 "
if(amrem eq 1710 ) dmsg " 1710 "
if(amrem eq 1740 ) dmsg " 1740 "
if(amrem eq 1770 ) dmsg " 1770 "
if(amrem eq 1800 ) dmsg " 1800 "
if(amrem eq 1830 ) dmsg " 1830 "
if(amrem eq 1860 ) dmsg " 1860 "
if(amrem eq 1890 ) dmsg " 1890 "
if(amrem eq 1920 ) dmsg " 1920 "
if(amrem eq 1950 ) dmsg " 1950 "
if(amrem eq 1980 ) dmsg " 1980 "
if(amrem eq 2010 ) dmsg " 2010 "
if(amrem eq 2040 ) dmsg " 2040 "
if(amrem eq 2070 ) dmsg " 2070 "
if(amrem eq 2100 ) dmsg " 2100 "
if(amrem eq 2130 ) dmsg " 2130 "
if(amrem eq 2160 ) dmsg " 2160 "
if(amrem eq 2190 ) dmsg " 2190 "
if(amrem eq 2220 ) dmsg " 2220 "
if(amrem eq 2250 ) dmsg " 2250 "
if(amrem eq 2280 ) dmsg " 2280 "
if(amrem eq 2310 ) dmsg " 2310 "
if(amrem eq 2340 ) dmsg " 2340 "
if(amrem eq 2370 ) dmsg " 2370 "
if(amrem eq 2400 ) dmsg " 2400 "
if(amrem eq 2430 ) dmsg " 2430 "
if(amrem eq 2460 ) dmsg " 2460 "
if(amrem eq 2490 ) dmsg " 2490 "
if(amrem eq 2520 ) dmsg " 2520 "
if(amrem eq 2550 ) dmsg " 2550 "
if(amrem eq 2580 ) dmsg " 2580 "
if(amrem eq 2610 ) dmsg " 2610 "
if(amrem eq 2640 ) dmsg " 2640 "
if(amrem eq 2670 ) dmsg " 2670 "
if(amrem eq 2700 ) dmsg " 2700 "
if(amrem eq 2730 ) dmsg " 2730 "
if(amrem eq 2760 ) dmsg " 2760 "
if(amrem eq 2790 ) dmsg " 2790 "
if(amrem eq 2820 ) dmsg " 2820 "
if(amrem eq 2850 ) dmsg " 2850 "
if(amrem eq 2880 ) dmsg " 2880 "
if(amrem eq 2910 ) dmsg " 2910 "
if(amrem eq 2940 ) dmsg " 2940 "
if(amrem eq 2970 ) dmsg " 2970 "
if(amrem eq 3000 ) dmsg " 3000 "
}
Ehh, replace the scripts in your warehouse folder with that for a sec and try it out ^_^
---------------------------------------------------------------------------
Release Notes:
Machine Gun Mod v .8 for Oni
---
Instructions:
Replace the stuff in your Warehouse folder with this script
---
What does it do?!:
Basically, whenever you fire with a Pistol, it is like SuperAmmo is turned on, but you still have a limited amount of ammo
...Meaning you can fire as long as you have ammo without reloading!
---
Glitches:
After the gun resets itself you lose sound...might be fixable (geyser help!)
The pistols have different clip sizes, so...it will be like wasting ammo with the TCTF pistol...and I believe that when you "reload" it will switch you to the black adder
---
Things that would help gumby make this better:
A way to differenciate the two pistols
A way to detect firing, other than the recoil anim, as the recoil anim occurs more often then the shots fired...If this were possible, I could have it take from the ammo supply once per shot, instead of groups of 30
A sound fix...
The name of the modded gun that I don't remember the name of (it was in the video fo the rampaging mutant Shinatama) and a way to impliment this with it.
A way to detect amount of ammo held AND\OR when ammo is picked up\recieved
-This way I can have it just take away ammo clips instead of using an actual counter...if it is wanted...
---
The future:
More guns!
When you pick something up, you gain ammo!
A shinatama that follows you around with a gun with this mod applied (with 3000 ammo)!
A global version! (should be pretty easy)
Applying this to AI (not very likely...looks near impossible)
---------------------------------------
And gumby's superammo script! (v.99)
func machine
{
chr_wait_animtype 0 Autopistol_Recoil
if (chr_has_empty_weapon(0)) {
chr_giveweapon 0 w2_sap
}
sleep 10
fork machine
}
Last edited by Gumby (12/09/07 17:12)
Iritscen:
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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My second script...It shows the real potential of my superammo script (I prefer to stick this in my global folder and in dev mode "fork itstime"...is "fork" neccessary? probably not....)
Its very fun...try to guess what it does
func itstime
{
chr_giveweapon 0 w8_mbo
fork machine
}
func machine
{
chr_wait_animtype 0 Mercury_Bow_Recoil
chr_giveweapon 0 w8_mbo
sleep 2
fork machine
}
I noticed in OTA, that shots start to "disappear" ie not get drawn...setting the sleep number to higher should fix this...but 2 is the lowest, at 1 it goes slower ;D
---
Also, on the wiki, it said something about each unit of sleep is 1/60 of a second...thats not enitierly true...I'm pretty sure each one is equal to a frame...correct me if im wrong
Last edited by Gumby (12/09/07 18:12)
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
Offline
@ your first post:
You "fork ammodisp" while there is no "func ammodisp" anywhere.
I haven't tried it, but it's guaranteed to crash Oni, so please fix
As for your requests, there's a little bit too much to fix, I'm afraid.
I'd rather add a new, fully featured machine gun to the Edition
EDIT: Oh, it didn't crash for some reason. Just stopped parsing...
After I removed the offending line it ran OK. As for said glitches...
I definitely won't attempt to fix, e.g., the sound issue with scripts.
All the other issues are also irrelevant for the "proper" chaingun.
Actually, another guy had a hand at scripting this before you did.
I didn't get involved either, and that was before the chaingun
@ your second one:
I used to promote the use of a global "func pre" for OniMenu etc.
It's best not to fork it: http://wiki.oni2.net/IGMD/global#func_pre
@ frames:
What Oni calls frames or ticks are 60 Hz frames as far as I know.
It could be specific to my laptop, but it's been reported by others.
All of Oni's animations, for example, are sampled at 60 Hz, so...
Last edited by geyser (12/09/07 19:12)
Behold the power of that which is yet unborn! For the swirling images that flow forth from the Chrysalis are only a shadow of the sleeper's true power.
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Ahh, its in Code tags...scroll down!
@func pre
I read about that...maybe later I will do that ^_^ For now I don't care if its turned on in the beginning
@60
Its an average of 60 fps. One second it may be 58, the other 62, etc. If it fps lags, that 1\60 a second will no longer be true...
At least try the second code out...its much fun...and is more than just Superammo
---
I don't feel like editing in a func pre right now, soon though I will...unless you were nice and had it so your 7th anniversarry thing did it
Last edited by Gumby (12/09/07 19:12)
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
Offline
"Ahh, its in Code tags...scroll down!" Oh. Tired. Sorry. Works. Good scripting, dude. As good as it gets.
My advice, though: find another thing to emulate than machinegunfire. That's the "real" chaingun's job.
My respects again
"If it fps lags, that 1\60 a second will no longer be true..." On the average, it keeps ticking OK
You shouldn't confuse drawn frames and game ticks, which keep lining up to 60 Hz rather nicely.
I mean, if there's GFX lag and Oni doesn't have the time to draw a few frames, they'll be skipped.
So "sleep 60" will last very close to one second, as long as you don't get, say, 15 fps lag or worse.
"At least try the second code out...its much fun" Yeah. Sorta. roughjustice to the power seven, eh?
That kind of death ray is also something I'd definitely implement as a new gun, in binary. Sorry
"unless you were nice and had it so your 7th anniversarry thing did it" So the Edition did what, again?
EDIT: Sorry about the edits. Going to bed now. Re:tired.
Last edited by geyser (12/09/07 19:12)
Behold the power of that which is yet unborn! For the swirling images that flow forth from the Chrysalis are only a shadow of the sleeper's true power.
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ignore the 7th anniverary thing...
The second code might be better with the superball gun...it seems reckless though ^_^
I was just testing things out with the machinegun thing...I needed something to try...
---
I had a thought...eventually I might make a mod for Oni that is sort of points based...
With these points, you can buy ammo, guns, hypos, anything ^_^
Just for fun, you see, to see if I can do it
I've already got the ammo system down...mostly
------
Superball spam isn't effective...neither is the scram cannon (too laggy, but like a swarm of gnats)
---
VDG=Funny, as it actually kills them (does anybody know why?)
NEVER use the Screaming Cannon with this...
Last edited by Gumby (12/09/07 20:12)
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
Offline
"VDG=Funny, as it actually kills them (does anybody know why?)" One hit from the Van de Graaff pistol takes away 1 HP.
Behold the power of that which is yet unborn! For the swirling images that flow forth from the Chrysalis are only a shadow of the sleeper's true power.
Offline
Sounds painful ^_^
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
Offline
Just uploading a .bsl version of this so lazy people can stick it in.
You will need to add "fork itstime" into the main function of whichever level you put this in.
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
Offline
Cool, thanks, Gumby.
Check out the Anniversary Edition Seven at ae.oni2.net!
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