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#1 12/15/07 16:12

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

Another random mod: Ninja dodge!

I was thinking how cool it would be to do ninja dodges as Konoko...so I did it...

func ninjamoves
{
  fork ninjafw
  fork ninjabk
  fork ninjalt
  fork ninjart
}

func ninjafw
{
chr_wait_animation 0 KONCOMcrouch_fw
    chr_animate 0 NINCOMcrouch_fw
  fork ninjafw
}

func ninjabk
{
chr_wait_animation 0 KONCOMcrouch_bk
chr_animate 0 NINCOMcrouch_bk
fork ninjabk
}

func ninjalt
{
chr_wait_animation 0 KONCOMcrouch_lt
    chr_animate 0 NINCOMcrouch_lt
  fork ninjalt
}

func ninjart
{
chr_wait_animation 0 KONCOMcrouch_rt
    chr_animate 0 NINCOMcrouch_rt
  fork ninjart
}

I'm also thinking of how cool it would be to do Megaman Zero moves...double jumping is entirely possible...but wallgrabbing isn't (unless theres some hidden  coding feature to detect konoko hitting a wall...Dashing is just a matter of having ninja dadges chained...

Last edited by Gumby (12/15/07 16:12)


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#2 12/15/07 20:12

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

Re: Another random mod: Ninja dodge!

Nice!

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#3 12/16/07 04:12

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

Re: Another random mod: Ninja dodge!

Thanks...the multi jump mod should be made tomorrow...erm...today -_- 2AM is time for bed...seriously


Iritscen: roll
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#4 12/16/07 12:12

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

Re: Another random mod: Ninja dodge!

Yuck...I can't get it to work...are there any cutscenes where Konoko  does a normal jump?

I can't even get her to do that, much less do it in midair -_-


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#5 12/16/07 17:12

ItemfinderDeluxe
Member
From: Canberra, Australia
Registered: 11/12/07

Re: Another random mod: Ninja dodge!

One that may help you - intro to TCTF Redux, where Konoko jumps (and shoots the glass). It's a normal jump though (I think...)


TCTF SWAT: Striker, you're under arrest.
Striker: H4h, y0u c4n'7 570p m3!!!
TCTF SWAT: Damn it, learn to spell!!!
CURRENT PROJECT - 'Nemesis' V1.0 Released

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#6 12/16/07 17:12

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

Re: Another random mod: Ninja dodge!

thats what I want...a normal jump...let me check that out...


Iritscen: roll
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Gumby: i know
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#7 12/16/07 18:12

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

Re: Another random mod: Ninja dodge!

playback 0 IntroKonoko01 sad


Iritscen: roll
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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#8 12/16/07 23:12

Your_Mom
Member
From: Canada
Registered: 01/31/07
Website

Re: Another random mod: Ninja dodge!

a playback is made up of a chr_animate and a chr_envanim though.

if you put up the menu in the corner showing the animation, it should show up tongue


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#9 12/16/07 23:12

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

Re: Another random mod: Ninja dodge!

Yeah...I've been trying to figure out how to do that...do you know how?


Iritscen: roll
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Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#10 12/17/07 19:12

Your_Mom
Member
From: Canada
Registered: 01/31/07
Website

Re: Another random mod: Ninja dodge!

chr_debug_characters=1
chr_debug_target=0

? I donno... A guess would be that from the Barabas thread.


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#11 12/18/07 00:12

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

Re: Another random mod: Ninja dodge!

I'm guessing that its the env animation that can change animation state and type sad...or something...

My other idea involved momentarily turning noclip on, but then I need to get her to land...and something odd goes on there sad

Maybe geyser or someone in the know can illuminate us about environment animations, or at the very least where to find them?

---

Interestingly enough, Konoko (and the other females based on her) are the only ones who cant attack while flailing...


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
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#12 12/19/07 21:12

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

Re: Another random mod: Ninja dodge!

Does anyone have any ideas about this? I still want to do it >_>


Iritscen: roll
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Gumby: i know
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#13 04/22/08 19:04

Barneyhater
Member
From: New York City, NY, USA
Registered: 04/13/08
Website

Re: Another random mod: Ninja dodge!

How do I get the ninja mod to work? (Sorry im noob smile )


"It is not hatred but indifference that will destroy us." -Unknown
"One death is a tragedy. The death of a million is a statistic" -Joseph Stalin

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#14 04/23/08 19:04

Your_Mom
Member
From: Canada
Registered: 01/31/07
Website

Re: Another random mod: Ninja dodge!

Paste it into a txt document, and change the name to, say, ninjamoves.bsl and put it into the global folder in IMGD (make it if you don't have it)

In the main file, somewhere near the end, add "ninjamoves"


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#15 04/23/08 20:04

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

Re: Another random mod: Ninja dodge!

"fork ninjamoves"


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Gumby: i know
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#16 04/24/08 16:04

Your_Mom
Member
From: Canada
Registered: 01/31/07
Website

Re: Another random mod: Ninja dodge!

I thout it worked without the fork? Or was that one of the things NOT to do using global? forgot.


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#17 04/25/08 01:04

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

Re: Another random mod: Ninja dodge!

Ahh...I use forks for everything. If you don't fork that it will just stop the script at ninjamoves and not load the rest of the level.

FYI: Going to Eastern Washington for State level ensemble competition. Wont be back till Saturday night. I might be on Sunday.


Iritscen: roll
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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#18 05/13/08 10:05

love_Oni
Member
From: Da Nang, Vietnam
Registered: 05/10/08

Re: Another random mod: Ninja dodge!

Gumby wrote:

I was thinking how cool it would be to do ninja dodges as Konoko...so I did it...

func ninjamoves
{
  fork ninjafw
  fork ninjabk
  fork ninjalt
  fork ninjart
}

func ninjafw
{
chr_wait_animation 0 KONCOMcrouch_fw
    chr_animate 0 NINCOMcrouch_fw
  fork ninjafw
}

func ninjabk
{
chr_wait_animation 0 KONCOMcrouch_bk
chr_animate 0 NINCOMcrouch_bk
fork ninjabk
}

func ninjalt
{
chr_wait_animation 0 KONCOMcrouch_lt
    chr_animate 0 NINCOMcrouch_lt
  fork ninjalt
}

func ninjart
{
chr_wait_animation 0 KONCOMcrouch_rt
    chr_animate 0 NINCOMcrouch_rt
  fork ninjart
}

Thanks, these moves were very cool smile
According to your codes, I made some another:

func moves
{
  fork konmove1
  fork konmove2
  fork konmove3
  fork konmove4
}

func konmove1
{
chr_wait_animation 0 KONCOMcomb_p_p_p
    chr_animate 0 MURCOMcomb_p_p_p
  fork konmove1
}

func konmove2
{
chr_wait_animation 0 KONCOMcomb_k_k_k
    chr_animate 0 MURCOMcomb_k_k
  fork konmove2
}

func konmove3
{
chr_wait_animation 0 KONCOMkick_low1
    chr_animate 0 KONCOMbk_fw_kick
  fork konmove3
}

func konmove4
{
chr_wait_animation 0 KONCOMkick_fw
    chr_animate 0 KONCOMcrouch_kick_fw
  fork konmove4
}

That means you can make a combo likes this:
    p  p  p   k  k  k   k+fw (or 'kick low', if you want)
So you can make a combo with 7 hits smile
Notice that in the 3rd kick, you can spam it again, again, and again... tongue

Last edited by love_Oni (05/13/08 10:05)


The Boy Who Knew Too Much tongue

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#19 05/13/08 10:05

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

Re: Another random mod: Ninja dodge!

Interesting, I'll have to try this.  There's a lot of potential with chr_wait_animation, that's for sure.  I'm glad it works on the Mac too.  And I only just recently tried Gumby's original ninjamoves script, so thanks, Gumby!  It would really suit a black ops/ninja Konoko to have moves like that (like the one that coool posted, where he applied Mukade's clothes to Konoko).


Check out the Anniversary Edition Seven at ae.oni2.net!

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#20 05/13/08 23:05

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

Re: Another random mod: Ninja dodge!

If the kick is spammable, add a sleep timer or block to animations.

And guys, I am still looking for a way to freeze konoko in mid air (ie stop all motion). Anyone got any ideas?

...

Also...where the heck did the animations section of the wiki go?! I was going to take a quick look at it, but it is gone sad.


Iritscen: roll
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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#21 05/14/08 00:05

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

Re: Another random mod: Ninja dodge!

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#22 05/14/08 01:05

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

Re: Another random mod: Ninja dodge!

Yes. I couldn't find any way to get to it from the front page, and failed at searching...


Iritscen: roll
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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#23 05/14/08 08:05

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

Re: Another random mod: Ninja dodge!

You had to click on "Tips" under "For Players", then scroll to the bottom to find the link to the Combat move database.  I've reworded "Tips" to hopefully be more explanatory in the future.  Also, you can type "Combat moves" into the Search box and hit Enter, and you'll be redirected to the correct page.


Check out the Anniversary Edition Seven at ae.oni2.net!

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#24 05/14/08 19:05

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

Re: Another random mod: Ninja dodge!

Wasn't there a similar page called animations?


Iritscen: roll
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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