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Hello Oni Central Long time since I logged on here.
Question Number One: I've been messing around with all the different character's combat moves, like giving the Tanker koncom_super_kick and replacing Konoko's forward kick with the last part of the Ninja's punch punch +several kicks combo. I was wondering if you could for example replace Konoko's rnning kick with Muro's, or twiddling with the throws? I can't seem to manage it. I might release a mod with different moves and many more enemies at some point, if I get round to it. (thanks to Script_10k for hours of fun with his Titan mode btw)
Question Number Two: I just had one of those memory waves, and remembered reading somewhere on the internet there was a version of Oni, shipped I think in a bunch of game (the Big Blue Box or something) which has extra levels. Does anyone have those levels, or better, know where I could get them?
Cheers,
JW
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Before the beta, there were alot of other levels, guns etc. but they were removed shortly before release. I've never heard of that box thing, I don't think such edition exist.
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Question 1) Yes, you should be able to swap similar moves, if it is throws you will need to swap the target part too. ie TRAMREDCOMthrow_bk_k and TRAMREDCOMthrow_bk_k_tgt
Question 2) Info on the Blue box http://wiki.oni2.net/Mac_beta
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I got the big blue box in french version ! I've got all the files if you want them, but I doubt it will be of any use.
(PS : There is no mention in the wiki that the french box has these files too, but I just search and found them ^^)
Last edited by Nausicaä (05/22/10 11:05)
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#
# airport_cutscene.bsl
#
func
intro
{
fade_out 0 0 0 0
cm_interpolate IntroCam01 0
letterbox 1
sleep f30
fade_in 60
playback 0 IntroKonokoSet
sleep f200
cm_interpolate IntroCam02 360
sleep f300
env_anim 31 1
env_anim 32 1
env_anim 33 1
env_anim 34 1
env_anim 35 1
env_anim 41 1
env_anim 42 1
env_anim 43 1
env_anim 44 1
env_anim 45 1
env_anim 51 1
env_anim 52 1
env_anim 53 1
env_anim 54 1
env_anim 55 1
env_anim 61 1
env_anim 62 1
env_anim 63 1
env_anim 64 1
env_anim 65 1
cm_interpolate IntroCamView 220
sleep f380
cm_interpolate IntroCamKonoko 0
sleep f300
cm_reset
letterbox 0
}
func
roof_bomb
{
letterbox 1
#Konoko plants bomb
cm_interpolate RoofBombCam00 0
chr_envanim 0 RoofBombBox01 norotation
chr_animate 0 KONOKOlev16_bomb
sleep f1
cm_interpolate_block RoofBombCam01 150
sleep f114
obj_show 41 1
sleep f115
#Konoko running away from bomb
playback 0 RoofBombKon01
sleep f10
cm_interpolate RoofBombCam02 0
sleep f120
#View of Konoko running behind corner
playback 0 RoofBombKon02
sleep f30
cm_anim both RoofBombCam14
sleep f40
#exploson behind Konoko
particle RoofBomb01 do explode
sleep f140
#explosion inside
cm_anim both RoofBombCam11
particle RoofExplode02 do explode
sleep f120
#explosion outside1
cm_anim both RoofBombCam12
particle RoofBomb02 do explode
sleep f120
#explosion outside2
cm_anim_block both RoofBombCam13
particle RoofBomb03 do explode
sleep f120
cm_wait
cm_reset
}
func
Demon
{
#create Iron Demon before player gets here
chr_create 1000 start
sleep f1
playback 1000 DemonDemon01
letterbox 1
cm_interpolate DemonCam01 120
sleep f100
#See Iron Demon
cm_interpolate DemonCam02 90
sleep f180
#show Konoko getting ready for face-off
playback 0 DemonKonoko01
cm_interpolate DemonCam03 0
sleep f180
#start battle
cm_reset
letterbox 0
}
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It could've been cool if all the binary files remained. Sadly they diden't.
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Yeah, a few new binary files remained, but nothing too useful.
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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Hmm, indeed, not much useful stuff can be gleaned from those extra bits.
@EdT: Like this?
fork throw_fw_p
}
func throw_fw_p(void) {
chr_wait_animation 0 KONCOMthrow_fw_p
chr_wait_animation 0 KONCOMthrow_fw_p_tgt
chr_animate 0 ELICOMthrow_fw
chr_animate 0 ELICOMthrow_fw_tgt
sleep 50
But somehow I don't think that will work. Would I have to make a new fork for the tgt bits? And mightn't I have to change the "0" to something else (a hunch tells me 0 = the played character)?
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exactly, you can't judge who the target will be right? so if you make that work, you would probably have to copy that segment about 10 times or more, and add a different number for each, to allow for any character you come across.
"He looks mean enough to tear my arm off and beat me to death with it. In fact, he looks mean enough to tear his OWN arm off and beat me to death with it."
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mm :\ u need to edit the TRAC and TRAMS in xml it's much easier and more direct than what u're doing which is editing bsl ... all my custom characters have edited moves feel free to convert theri tracs and trams for comparison
check this thread for tutorials http://oni.bungie.org/community/forum/v … hp?id=1235
(which should have been a stickie btw )
Last edited by Samer (05/25/10 16:05)
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