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#26 05/11/08 06:05

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

Re: Fun script

Have you ever seen this?
It happened when I'm playing your script

Last edited by love_Oni (05/11/08 06:05)


The Boy Who Knew Too Much tongue

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#27 05/11/08 08:05

s10k
Member
Registered: 01/14/07
Website

Re: Fun script

love_Oni wrote:

Have you ever seen this?
It happened when I'm playing your script

That's a feature of the script. (adrenaline)

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#28 05/31/08 14:05

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

Re: Fun script

Hmm. I never tried out the script. Oops. Looks interesting.


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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#29 06/19/08 16:06

polat1991
Member
Registered: 06/19/08

Re: Fun script

interesting script thanks:)

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#30 07/28/08 18:07

s10k
Member
Registered: 01/14/07
Website

Re: Fun script

Here's version 1.5, some minor changes. (no boss shield and other I forgot)

(working in fun script arena)

Last edited by s10k (07/30/08 12:07)

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#31 07/29/08 10:07

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

Re: Fun script

Nice big_smile!! The new version of the "fun_script" has even funnier than the previous one!

Last edited by love_Oni (07/29/08 10:07)


The Boy Who Knew Too Much tongue

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#32 07/29/08 10:07

s10k
Member
Registered: 01/14/07
Website

Re: Fun script

love_Oni wrote:

Nice big_smile!! The new version of the "fun_script" has even funnier than the previous one!

Glad you like it. big_smile

Last edited by s10k (07/29/08 10:07)

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#33 07/30/08 12:07

s10k
Member
Registered: 01/14/07
Website

Re: Fun script

Here's first version of fun script arena. Need a lot of improvement.

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#34 08/02/08 10:08

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

Re: Fun script

I like it! Take a SBG, turn 'roughjustice' and superammo' cheat code on and have some fun big_smile!


The Boy Who Knew Too Much tongue

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#35 08/02/08 11:08

s10k
Member
Registered: 01/14/07
Website

Re: Fun script

love_Oni wrote:

I like it! Take a SBG, turn 'roughjustice' and superammo' cheat code on and have some fun big_smile!

You can change the frequency with the enemies appear.

Open funscript_arena.bsl search for "foda2(" and increase/decrease sleep times at the begin and the end of the fuction.

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#36 08/04/08 07:08

ONIrules
Member
Registered: 09/04/07

Re: Fun script

Nice script!! I've been playing this like 3hrs non-stop!! Using my plasma rifle I made plus roughjustice BAMM burn everyones @$$ to death!! Also I like the adrenaline part. I can tell that Oni's image is only made of triangles.

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#37 08/23/08 07:08

s10k
Member
Registered: 01/14/07
Website

Re: Fun script

ONIrules wrote:

Nice script!! I've been playing this like 3hrs non-stop!! Using my plasma rifle I made plus roughjustice BAMM burn everyones @$$ to death!! Also I like the adrenaline part. I can tell that Oni's image is only made of triangles.

lol wich version did you played arena or normal?

By the way where's new version of fun script arena (I would like to add how many enemies we had killed (a kill counter) but I didn't find out how to do that, if someone want to help me, let me know)

v1.1:

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#38 08/23/08 09:08

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

Re: Fun script

Fun script!

How a about this thing: I think we shouldn't play the slow motion randomly. We'll play it when Konoko is holding a weapon and performs a running roll move, or either keep the random slow motion and add the new function:

func slowmo {
fork pis_run_roll_lt
fork pis_run_roll_rt
fork rif_run_roll_lt
fork rif_run_roll_rt
}

func pis_run_roll_lt {
chr_wait_animation 0 KONPISss_lt_slide
slowmo 50
sleep 600
fork pis_run_roll_lt
}

func pis_run_roll_rt {
chr_wait_animation 0 KONPISss_rt_slide
slowmo 50
sleep 600
fork pis_run_roll_rt
}

func rif_run_roll_lt {
chr_wait_animation 0 KONRIFss_lt_slide
slowmo 50
sleep 600
fork rif_run_roll_lt
}

func rif_run_roll_rt {
chr_wait_animation 0 KONRIFss_rt_slide
slowmo 50
sleep 600
fork rif_run_roll_rt
}

It's a pity that we can't turn the 'roughjustice' cheat code on by scripting. sad

P.S: What did you try to make a kill counter?

Last edited by love_Oni (08/23/08 09:08)


The Boy Who Knew Too Much tongue

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#39 08/23/08 11:08

s10k
Member
Registered: 01/14/07
Website

Re: Fun script

I will look at your sugestion.

I tried did the kill counter with chr_wait_health + some variables. (like the respawn fuction) But because I use force command it seems not to work. If you have another ideas let me know.

love_Oni wrote:

Fun script!

How a about this thing: I think we shouldn't play the slow motion randomly. We'll play it when Konoko is holding a weapon and performs a running roll move, or either keep the random slow motion and add the new function:

func slowmo {
fork pis_run_roll_lt
fork pis_run_roll_rt
fork rif_run_roll_lt
fork rif_run_roll_rt
}

func pis_run_roll_lt {
chr_wait_animation 0 KONPISss_lt_slide
slowmo 50
sleep 600
fork pis_run_roll_lt
}

func pis_run_roll_rt {
chr_wait_animation 0 KONPISss_rt_slide
slowmo 50
sleep 600
fork pis_run_roll_rt
}

func rif_run_roll_lt {
chr_wait_animation 0 KONRIFss_lt_slide
slowmo 50
sleep 600
fork rif_run_roll_lt
}

func rif_run_roll_rt {
chr_wait_animation 0 KONRIFss_rt_slide
slowmo 50
sleep 600
fork rif_run_roll_rt
}

It's a pity that we can't turn the 'roughjustice' cheat code on by scripting. sad

P.S: What did you try to make a kill counter?

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#40 08/23/08 12:08

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

Re: Fun script

Try this:

func slowmo {
chr_wait_animation 0 KONPISss_lt_slide KONRIFss_rt_slide KONPISss_rt_slide KONRIFss_lt_slide
slowmo 50
sleep 600
fork slowmo
}


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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#41 08/24/08 05:08

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

Re: Fun script

Also try this big_smile:

func void main(void) {

...

sleep 1500
fork slowmo_gen
}

func slowmo_gen {
dmsg "[b.It's]...
dmsg " "
fork slowmo1
fork slowmo2
sleep 100
dmsg "[y.Bullet] [r.TIME!]"
sleep 3600
fork slowmo_gen
}

func slowmo1 {
chr_wait_animation 0 KONPISss_lt_slide KONPISss_rt_slide
slowmo 50
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 4
#
#repeat
#
chr_wait_animation 0 KONPISss_lt_slide KONPISss_rt_slide
slowmo 50
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
sleep 3
chr_giveweapon 0 w1_tap
}

func slowmo2 {
chr_wait_animation 0 KONRIFss_rt_slide KONRIFss_lt_slide
slowmo 50
chr_giveweapon 0 w3_phr
sleep 12
chr_giveweapon 0 w3_phr
sleep 12
chr_giveweapon 0 w3_phr
sleep 12
chr_giveweapon 0 w3_phr
sleep 16
#
#repeat
#
chr_wait_animation 0 KONRIFss_rt_slide KONRIFss_lt_slide
slowmo 50
chr_giveweapon 0 w3_phr
sleep 12
chr_giveweapon 0 w3_phr
sleep 12
chr_giveweapon 0 w3_phr
sleep 12
chr_giveweapon 0 w3_phr
sleep 12
chr_giveweapon 0 w3_phr
}

About the kill counter: I looked at your 1.0 script arena. I think you can try to go this way:

func SpawnMuroFunction (it's just an example name) {

... (these are commands to spawn Muro)

fork ScoreForMuro (example name)
sleep [time to respawn Muro]
}

func ScoreForMuro {
chr_wait_health(Muro, 1); score= score + 1
(don't type "fork ScoreForMuro" here)
}

We'll do that for others too:

func SpawnEnemiesFunction {

... (these are commands to spawn enemies)

fork ScoreForEnemies
sleep [time]
}

func ScoreForEnemies {
fork ScoreForEnemy1
fork ScoreForEnemy2
fork ScoreForEnemy3
...
}

func ScoreForEnemy1{
...
}
func ScoreForEnemy2{
...}

...

func SpawnAlliesFunction{
...
}

And I think we'll print the score after an event (for example, after Konoko respawned):

func Wait-when-Konoko-diesFunction {
chr_wait_health(0, 0);
fork RespawnKonokoFunction
}

func RespawnKonokoFunction {

... (commands to respawn Konoko)

sleep [time]
fork PrintScore
fork Wait-when-Konoko-diesFunction
}

func PrintScore {
if(score eq 'number') then show score

... (something else if you want)

}

Is that ok?

Last edited by love_Oni (08/24/08 05:08)


The Boy Who Knew Too Much tongue

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#42 08/24/08 06:08

s10k
Member
Registered: 01/14/07
Website

Re: Fun script

Seems ok. I will try that. Thanks. big_smile

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#43 09/10/08 07:09

s10k
Member
Registered: 01/14/07
Website

Re: Fun script

Where's a new version 1.2

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#44 09/10/08 08:09

s10k
Member
Registered: 01/14/07
Website

Re: Fun script

love_Oni wrote:

About the kill counter: I looked at your 1.0 script arena. I think you can try to go this way:

func SpawnMuroFunction (it's just an example name) {

... (these are commands to spawn Muro)

fork ScoreForMuro (example name)
sleep [time to respawn Muro]
}

func ScoreForMuro {
chr_wait_health(Muro, 1); score= score + 1
(don't type "fork ScoreForMuro" here)
}

We'll do that for others too:

func SpawnEnemiesFunction {

... (these are commands to spawn enemies)

fork ScoreForEnemies
sleep [time]
}

func ScoreForEnemies {
fork ScoreForEnemy1
fork ScoreForEnemy2
fork ScoreForEnemy3
...
}

func ScoreForEnemy1{
...
}
func ScoreForEnemy2{
...}

...

func SpawnAlliesFunction{
...
}

And I think we'll print the score after an event (for example, after Konoko respawned):

func Wait-when-Konoko-diesFunction {
chr_wait_health(0, 0);
fork RespawnKonokoFunction
}

func RespawnKonokoFunction {

... (commands to respawn Konoko)

sleep [time]
fork PrintScore
fork Wait-when-Konoko-diesFunction
}

func PrintScore {
if(score eq 'number') then show score

... (something else if you want)

}

Is that ok?

It's works! I will release it in new version. Thanks. tongue

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#45 09/11/08 04:09

s10k
Member
Registered: 01/14/07
Website

Re: Fun script

Where's a beta version of score system.. But after some time you will get a 0 score forever... Do you think that you can find the bug? :S

I believe it's because of forced characters.. But I am not sure.

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#46 09/14/08 05:09

s10k
Member
Registered: 01/14/07
Website

Re: Fun script

Version 1.6 of fun script:

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#47 09/14/08 20:09

ONIrules
Member
Registered: 09/04/07

Re: Fun script

Fun script is keep getting better and better smile

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#48 11/15/08 10:11

s10k
Member
Registered: 01/14/07
Website

Re: Fun script

Here's a new version: (I had it here in home computer at some time)
http://dl.getdropbox.com/u/143726/fun_script_1.7.zip

It should have more additions but since I am out of time, they will be included in next version.

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#49 11/16/08 09:11

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

Re: Fun script

Nice. Thanks for sharing smile.


The Boy Who Knew Too Much tongue

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#50 12/27/08 07:12

s10k
Member
Registered: 01/14/07
Website

Re: Fun script

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