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So ok i was playing the dream level as Shinatama bot the character i made ... and when i came to the room where there are supposed to be 2 furies ... I was very surprised to see that one of them was Motoko !
I have never modified the character classes or the BIN ... files ... so why did that happen ?
is motoko considered a sub class of the furies ? as I can see they have nothing in common except the base ONCC which has a different TRBS TRAC, name and everything
I must say I really enjoyed that fight though !! I haven't been able to recreate it since.
but I took some screenshots of it
and since she already appeared without me modifying anything ... can i make that permanent ? (easily).. always motoko shows up there instead of the furies ...
Last edited by Samer (09/24/09 12:09)
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That happened because EdT didn't give Motoko a new character varient. Sure, you can make it permanent. Just find the fury you want to make motoko in the BINACharacter and rename her class to motoko.
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heh, nice, EdT missed something. since noone haven't seen this it seems like everyone haven't played dream lab for months (2 years for me huh )
EDIT: heh, simultaneous post attack
Last edited by demos_kratos (09/24/09 12:09)
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That happened because EdT didn't give Motoko a new character varient.
interesting I never gave a new character varient to any of my characters
does that mean the White Chief may show up instead of a TCTF swat or that shinatama bot may show up instead of konoko ? (I based their ONCC on them)
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also can u tell me how to do that :$ ? is my process right ? i go to the game data folder of the edition search fo levelx_final ( i'm not sure which number is the dream level ... convert the BINACharacter file to xml and edit it ... after that ...should i make it a package ?
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for this type of level-specific modding you can avoid creating a package. Just edit the BINACJBOCharacters and put it back to level13_Final and then recombine dats with AEInstaller (clicking the Install button). of course you can create a package but manually, my GUI still can't create a level-specific packages .
Jente, du er deilig, du er lekker, ihvertfall nå når jeg drikker.
Baby, du har det som trengs, hva er sannsynligheten for at vi to hopper til sengs?
Kan du si meg det? Jeg er ikke så stø i sannsynlighetsregning.
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it is going to =]]
what about importing guns ????
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for this type of level-specific modding you can avoid creating a package. Just edit the BINACJBOCharacters and put it back to level13_Final and then recombine dats with AEInstaller (clicking the Install button). of course you can create a package but manually, my GUI still can't create a level-specific packages .
You should have a package, always...If you use that method, you won't be able to use other level13 mods, and if you recombine your packages, you will lose the mod.
Gumby wrote:That happened because EdT didn't give Motoko a new character varient.
interesting I never gave a new character varient to any of my characters
does that mean the White Chief may show up instead of a TCTF swat or that shinatama bot may show up instead of konoko ? (I based their ONCC on them)
Yes. ^_^ All official AE characters have ONCVs though, so you don't have to worry there.
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It is not working I tired demos's method first ... didn't work
then i made it into a package ...
I modified other stuff in the BINACJBOCharacters for example made intro muro have less health made evilkonoko wear tctf clothes ... and added motoko instead of one of the furies
I changed the name to motoko in the file and the class to motoko and gave her some extra health and that she should drop a hypo ... the other stuff (muro & evilkonoko) worked -so i know i put it in the right place - but motoko didn't show up neither did the fury ...
and yeah i changed her melee profile to 30 instead of 16 ... i want her to fight as muro since unlike her the furies don't use 4 punches ...
I uploaded the modified file ...
if someone has a little time on their hands I'd appreciate it
@gumby I'm glad i'm not the only one who uses ^_^
EDIT: I just realized I shouldn't have changed the name just the class
Last edited by Samer (09/24/09 17:09)
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EDIT: Opps, late in posting, Samoko already figured it out. :-)
However, this little trick opens the way for changing what characters appear in the game, without changing the script. :-)
Last edited by EdT (09/24/09 17:09)
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yay yes i figured it out eventually when i used dev mode and typed "who" the name ambush_red_2 appeared so i realized i shouldn't have changed ... thanks for reassuring me
Now this little trick opens the way for changing what characters appear in the game, without changing the script. :-)
yeah ^_^ I will try the white chief instead one of the Tctf's later ! or mukade instead of one the ninja's hope that works
btw how do u make a new character variant anyway should i make an ONCV file when i make a new character in addition to the ONCC
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Look in the level0_Characters folder for an example ONCV and make a new one for the new character. Then you will need to add that to the file ONVLvariant_list. However, you will want to use the ONVLvariant_list.oni found in the packages/Globalize/oni/level0_Characters/Globalization folder as your basis, since it includes the new BGI characters.
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thanks Edt ...
How hard is it to create a new melee profile ... Motoko for example has 4 punches I thought I'd assign her muro's melee profile .. 30 but that left her not using the running kick throw or twister kick or PPK ... same applies to when i used konoko's profile 22 ...
if I change the melee profiles to xml ... then copy paste the missing moves parts into 1 melee profile and change it's ID number (somehow) would that work ?
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That would work. Just be sure to use the BINACJBOMelee Profile.oni from the Brutal AI package as your basis, since this has the "brutal" profile for Konoko and Easy Striker.
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Hmm. hey does that mean that when u fight her she has like a lot of hp? or is just normal fury hp?
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no it had motoko's hp which is 200 i think it took more time to defeat... she will have the hp assigned in the ONCC (character class) for motoko i think it's 200 while for furies it's 45 i think ...
but i added anothr extra 200 to her now ... so the fight becomes more interesting I also changed the laser ninja to mukade which is easy to defeat by throwing into the acid ...
and I replaced the 2 TCTF's swats with my custom Black and White Chief ^_^ ! and replaced one of the invisible ninja's with a tanker ...
it's quite fun would u like a copy of it ? u have to have all the mentioned packages installed though . (motoko .. whitechief - blackchief - & blackops) i'm also thinking to make her fight the shinatama bot at 1 point and to add Barabas instead of 1 of the mini strikers ...
I made them drop extra hypos so she can survive all this
Last edited by Samer (09/24/09 19:09)
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ya could u post a package sounds pretty cool
Awol
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oh, cuz it might be a pain to fight 4 bosses in one level
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are you saying you're not pro oxe??
But yeah, sounds cool
Last edited by Mukade (09/24/09 22:09)
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Edt ... I need ur help ... :S
Here's my problem : I have replaced the 2 TCTF's that come with Griffin by my Black Chief and White Chief ... they're working alright except sometimes (several times) instead of the white chief appears a ninjabot !! or another black chief ... I thought that is a class variant issue so I made new ONCV for them and motoko I compared them with konoko's ONCV
so I had this
<?xml version="1.0" encoding="utf-8"?>
<Oni Version="0.9.41.0">
<Instance id="0" type="ONCV">
<ParentVariant>ONCVany</ParentVariant>
<CharacterClass>White_Chief</CharacterClass>
<CharacterClassHard></CharacterClassHard>
</Instance>
</Oni>
then I got the the ONVLlist and added them ... like ONCVWhite_Chief
I put all the files in a package (characters level 0) and installed it didn't work still the ninjabot spawned instead of the whitechief sometimes ...
so i thought that the installer installs the global folder last which overwrites the changes i made so i went and put the files ONVL and the ONCV in the globalization folder (where those of the bgi are) and installed again ...
but still the ninja bot is spawning ... which is really confusing .. the white chief is based on a tctf swat ... why would it spawn as a ninja bot :S ??
EDIT : NEVER MIND I realized I should also change it in the ONCC ! there's a link to the ONCV in the ONCC ... the White Chief's was linked to the ninjabot !
I know I'm asking a lot of questions lately and then answering them myself sorry about that but maybe it can be beneficial ... somehow
Last edited by Samer (09/25/09 01:09)
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I'm not pro.
If we don't change the direction we're going, we'll likely end up where we're headed.
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Samoko: Don't worry about it. I've done the same.
I think putting the problem down in writing somehow helps in solving it.
Also, in your case, it shows that you don't simply ask a question and then wait for the answer, but you continue to think on the problem and logically reach a solution. And for that you earned a Karma point :-)
Last edited by EdT (09/25/09 08:09)
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You should have a package, always...If you use that method, you won't be able to use other level13 mods, and if you recombine your packages, you will lose the mod.
ahh, screw it, forgot that Insaller uses Vanilla data as a base. or does it? aww, man, you got me totally confused with your Installer, seriously
Jente, du er deilig, du er lekker, ihvertfall nå når jeg drikker.
Baby, du har det som trengs, hva er sannsynligheten for at vi to hopper til sengs?
Kan du si meg det? Jeg er ikke så stø i sannsynlighetsregning.
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Ok guys I made this level into a simple package and also A FIX FOR ALL THE CUSTOM MADE CHARACTERS Motoko, white chief, black chief, and Shinatama Bot ... this fix is necessary so please download it, it is independent of my level mod u should download this fix if u have all or any of the mentioned characters ...
discuss and download here
http://oni.bungie.org/community/forum/v … 130#p18130
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d_k: We wrote up a whole article about the new AE framework here
Check out the Anniversary Edition Seven at ae.oni2.net!
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