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  • ...otations and translations are treated relatively (as changes to the door's spawn rotation/position) ...scenarios we need to build a new transform matrix, e.g. when making a new weapon particle emitter. The first 9 values belong to a 3x3 rotation matrix. The l
    11 KB (1,543 words) - 15:47, 6 January 2024
  • ...Somebody will have to scale "torn off" particles and position them so they spawn at respective places to make it look like these are really torn "arms" and ...e.com/watch?v=YLZ2hJZvrmo Second Oni Trailer], @1:25, the Iron Demon has a weapon variant on it's right arm. How do we do this?</span>
    40 KB (6,936 words) - 18:32, 12 May 2022
  • |"prints information about each AI spawn"||OK ...displays lots of info on-screen, not in console, about quad you are aiming weapon at, but no file names)||bgcolor=#ccccff|OK-M
    26 KB (4,055 words) - 20:16, 15 April 2023
  • Second question: How do I spawn him? ...only about 40 M3GM files listed. But using OUP, I found the mesh for the weapon. But it seems that adding weapons is something that can be done only in OU
    24 KB (4,180 words) - 18:20, 29 October 2023
  • ...MINUS the value stored in this field yields the delay from the particle's spawn until the targeted action (action from the "Action" tag) starts operating. ...MINUS the value stored in this field yields the delay from the particle's spawn until the targeted action (action from the "Action" tag) stops operating. T
    52 KB (6,162 words) - 20:04, 13 December 2023
  • ...sub-folders inside GameDataFolder/IGMD/. Scripts take a lifeless level and spawn characters in it, give it a logical flow of events, drive the cutscenes, ma * Tutorial: [[Importing weapon models]]
    12 KB (1,993 words) - 03:38, 15 May 2024
  • ...ndex associated with him/her. Typically the chr_index is determined by the spawn order of the characters. Characters can be spawned either by scripting or b ..._dontaim [ai_name:string | script_id:int] on_off:int{0 | 1} - disables the weapon variant for a character
    44 KB (7,767 words) - 04:17, 19 May 2024
  • |You play as a type of enemy who wields a metal weapon. |A version of "Blast Chambers" without working scripts. Enemies do not spawn/attack, and the ending arena can be entered but Brunhilda is not present.
    24 KB (3,848 words) - 22:57, 13 February 2022
  • It supports weapon and h2h combat. Of course Oni's unique fighting style would have be re-writ ...ve rise to the idea of having an own level for the main menu where you can spawn ambient music. Muro or another character could be previewed with their curr
    53 KB (8,102 words) - 14:47, 24 March 2024
  • ...ations of variants, it's possible, yes, but rarely and only Sprint and one weapon variant at a time. ::If the player is armed, he drops his weapon when this animation plays.
    60 KB (8,850 words) - 13:27, 5 June 2024
  • ...t some point to see a mod that allows Konoko to break glass when she has a weapon in hand, and punches with it. I noticed we have [[OBD:TRAM/raw0x2C|specific ...ich they are listed and on the type of instance inside. The characters and weapon in level0_BGI end up ''before'' those in level0_Final, but it's the BINACJB
    31 KB (5,338 words) - 01:34, 13 May 2022
  • ...ould still be ok, as it cleans up the weapons after every round. If you do spawn too many, the first ones get deleted any any new ones have no physics conte ...g distance with the enemy but in my experience it is just as safe to dodge weapon based attacks by dashing towards the enemy. Other equipment like the force
    34 KB (6,023 words) - 17:42, 11 October 2023
  • ...ckable to something else. wp_kickable allows the AI's to kick or move the weapon that's on the ground, but Konoko or the player cannot. [[User:EdT|EdT]] |bool ai2_printspawn=0||"prints information about each AI spawn"
    40 KB (5,451 words) - 01:39, 4 May 2022
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