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(Polite request to Iritscen as well as to anybody who is willing to try this idea out) |
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:- hypo usage emulation via "''chr_holdkey''" (if it will work) is on the other hand simply used to force '''any''' AI2 char (just input its name and be sure this char has a hypo in its inventory) to take a hypo and rest is handled by engine. Simple and effective. | :- hypo usage emulation via "''chr_holdkey''" (if it will work) is on the other hand simply used to force '''any''' AI2 char (just input its name and be sure this char has a hypo in its inventory) to take a hypo and rest is handled by engine. Simple and effective. | ||
:--[[User:Loser|Loser]] 00:12, 17 March 2009 (UTC) | :--[[User:Loser|Loser]] 00:12, 17 March 2009 (UTC) | ||
Loser, I have tried to get chr_holdkey to work for some time now. Peering at the asm, I can see that there is code there for it, but it might have been commented out in some form. It is really hard to tell. ALSO, using a hypo doesn't seem to be one of the allowable keys. They seem to be: forward, back, stepleft, stepright, crouch, jump, fire, altfire, punch, kick, action. HOWEVER, there is a different method we can use for AIs using hypos. Record Konoko using a hypo, export\import it using Onisplit, then use the from_here option in chr_playback. I would recommend using Konoko's watch animation or something of the sort to go along as a visual cue. [[User:Gumby|Gumby]] |
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