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That one yea, typo.
EDIT: Trying the advanced option "Reglobalize" instead.
EDIT: Did that as well, still same result. Maybe it is also useful to know that I installed all mods.
Last edited by Mengjun (07/11/09 17:07)
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I also tried. It still crashes.
The Boy Who Knew Too Much
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Damnit, another bug.
I'll have it fixed tomorrow.
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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One thing Gumby, not a very serious problem. The new gun BGI Subjugator has 60 ammos but the datapad said it has 30 ammos. It should be corrected.
Last edited by love_Oni (07/12/09 03:07)
The Boy Who Knew Too Much
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Also, the Andrashi melee system also include Loser's throw mods right?
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It is the same system as used in the last AE.
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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Have the Black OPs SWAT always been able to do that thing where they grab your face and slam you into the ground as you're trying to run away? I never saw it before but suddenly they were doing it all over the place to me. Maybe I just never tried to run before.
If we don't change the direction we're going, we'll likely end up where we're headed.
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Yes.
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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It is the same system as used in the last AE.
Yea, but I remember the modified attacks and throws being different mods before, so that's why I asked.
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No, I didn't use that one.
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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Black ops Lion Axe should be knockdown
"There are two things that cannot be ignored in life. One is a cannon, the other, a cannon ball." - Commander Patrick "Bombard" Bomba
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No, I didn't use that one.
Oh, so *that's* why standing back throws don't hurt me that much anymore. Oh well.
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I'll bump the power of the backbreaker up a little bit in the next patch, ok?
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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Yeah also bump the power moves on soem chars other than Konoko.
I'm thinking about a mod that would replace all the "Turn yourself in" taunts into those which they say after beating the player like "pathetic". Making Lion Axe a knockdown and replacing that silly throw from the back with Murros neck snapper. It would seem more realistic for black ops to use that move. Also I would upp the power of that throw since being stealthy with TCTF elites dosent give you any advantage.
Last edited by Ire Yosuke (07/12/09 14:07)
"There are two things that cannot be ignored in life. One is a cannon, the other, a cannon ball." - Commander Patrick "Bombard" Bomba
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Gumby wrote:No, I didn't use that one.
Oh, so *that's* why standing back throws don't hurt me that much anymore. Oh well.
The backbreaker's strong enough, just wanted the old challenge back by letting the opponent's back throws be deadly.
EDIT: And Loser's throw patch also reduces some of Konoko's throw ranges I believe. It's pretty noticable on her f+K. It was the patch I liked the most from previous AE
Last edited by Mengjun (07/12/09 15:07)
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Thanks, installing.:)
Altough I guess that I'll not have tame to play soon…:rolleyes:
"To the future, blinkin' an eye to the past!"
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Gumby wrote:No, I didn't use that one.
Oh, so *that's* why standing back throws don't hurt me that much anymore. Oh well.
Yea that is a bug in the original Oni.
Yeah also bump the power moves on soem chars other than Konoko.
I'm thinking about a mod that would replace all the "Turn yourself in" taunts into those which they say after beating the player like "pathetic". Making Lion Axe a knockdown and replacing that silly throw from the back with Murros neck snapper. It would seem more realistic for black ops to use that move. Also I would upp the power of that throw since being stealthy with TCTF elites dosent give you any advantage.
That's an idea. But please think that maybe someone in the forum likes it, someone doesn't, so if you want to change something that is small, you can learn how mod TRAM or TRAC files to make your own mod. That's maybe a hard work but once you know how to do that you'll see it isn't hard at all .
And Loser's throw patch also reduces some of Konoko's throw ranges I believe. It's pretty noticable on her f+K. It was the patch I liked the most from previous AE sad
That can be done by modding TRAM file too.
P.S: Is Andrashi Loser's another name?
The Boy Who Knew Too Much
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Yes.
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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:DThis's amazing.Thanks.鬼
Last edited by delta66 (07/14/09 01:07)
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Okay obviously there's something wrong with this idea so I guess I'm just curious what it is, and if on the off chance it's somehow never been considered then, hey, no problem.
So shouldn't it be somehow possible to globalize the list of available characters? Like so you'd be able to ai2_Spawn B_SuperNinja in Compound?
If you have to manually add them into a certain file for each level, why not just have the installer automatically add all characters to all levels? Would that make the files ridiculously large? Or are there some characters with duplicate names? Or what's up? Lol.
If we don't change the direction we're going, we'll likely end up where we're headed.
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Well, the ONCC are already global. So when you want to spawn muro then you could spawn any character and use "chr_set_class spawnID ONCCname" on him. Note that you are the first spawned character, which means having ID "0".
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Hmm... I'm doing something wrong. Here's what I have. It's not my ultimate goal, I'm just trying to test and get it to work:
func void main(void)
{
chr_teleport 0 9515
ai2_spawn B_SuperNinja
ai2_spawn D_SuperNinja
ai2_spawn E_SuperNinja
ai2_spawn OutroNinja
chr_teleport B_SuperNinja 9500
chr_teleport D_SuperNinja 9541
chr_teleport E_SuperNinja 9507
chr_teleport OutroNinja 9529
chr_set_class 1 generic_male_6
}
So I assumed that 1 meant the character spawned after me; in this case B_SuperNinja. But they all still look like Mukade.
If we don't change the direction we're going, we'll likely end up where we're headed.
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We better continue this in a different thread. How about this one: http://oni.bungie.org/community/forum/v … php?id=941
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Actually, I can answer this one. The problem is that, while ONCCs are global -- which is what allows you to shapeshift to any character -- they do not have entries in each level's BINAJCBOCharacter file. This means they cannot be spawned. This has been discussed recently as something the AE should probably provide as a service to modders. The one objection that I know of is that one scripter may want 20 green Strikers in a level with only 10 by default. We can't actually anticipate how many characters will be needed in a level, so the modder would *still* need to mod the BINA file and distribute it with his mod in some cases. So the question is, What kind of roster would you all like to automatically get to choose from, as scripters, in the next AE?
Check out the Anniversary Edition Seven at ae.oni2.net!
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A bit work is already done, we would only need to extend this.
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