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head shot mod (w1_tap + w2_sap), maybe even AE worthy
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(head shot mod (w1_tap + w2_sap), maybe even AE worthy)
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=[[OBD:BINA/ONIE|BINA/ONIE]]: impact effects=
=[[OBD:BINA/ONIE|BINA/ONIE]]: impact effects=
==XML notes==
More than one particle possible in particle part.
==Visual guides: weapon, melee, environment==
==Visual guides: weapon, melee, environment==
Note about philosophy in here:
Note about philosophy in here:
:These visual guides don't claim be hundred percent right in technical way. I can't look into engine. But they should give a good hint which files are worth to care about and how to debug a mistake: going through all important files, e.g. ''Could it be that my new texture not registered in TMBD?''
:These visual guides don't claim be hundred percent right in technical way. I can't look into engine. But they should give a good hint which files are worth to care about and how to debug a mistake: going through all important files, e.g. ''Could it be that my new texture is not registered in TMBD?''
:However, if you think you should add information or shape this in a more accurate way then do it. =)
:However, if you think you should add information or shape this in a more accurate way then do it. =)


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<!--==Step-by-step examples==
==examples==
<!--
===Particle - Environment===
===Particle - Environment===
-->
===Particle - Character===
===Particle - Character===
===Character - Character (normal attack)===
===Character - Character (special attack)===
===Character - Environment===


==Mod ideas==
====Extra damage for head hits====
===Revision of Loser's h2w particle system ?===
Okay, here's a beta. w1_tap and w2_sap deals additional damage, amount depends on material "head"/"helmet". Feel free to extend/tweak/criticize.
:Problem 1: shield absorbs particle
: [http://mods.oni2.net/index.php?q=node/71 >> put files into level0_Final]
:Problem 2: permanent use of CPU




Rough draft:
'''damage overview:'''
* ONCC(ONCP) provide particle which is lunched by specific animation (Striker super punch) (to avoid lunching permanently particle).
            <Particle>
                <StartFrame>75</StartFrame>
                <EndFrame>114</EndFrame>
                <Bone>Head</Bone>
                <Name>h2w_co_e01</Name>
            </Particle>
* Character hits wall with head.
* Particle collides with environment.
* Texture material is looked up.
* ONIE decide what particle to start. (Might be different for metal and breakable glass.)
* Weapon-like particle is lunched and hits Character.
* ONIE checks what to do when hitting character or shield. (Let's hope particle goes through shield when there's no shield data.)-->
<!--* If this is not possible then maybe to create a damaging particle inside the shield (when it was hit) by toying with xyz location whereby a good vector is forced to exist by character as attractor. Yeah... -_- (Particle which hit shield dies (delay possible?). Die event is used to emit a new particle, location: died_particle+xyz)--><!--
* Final hitting particle has:
                <DamageChar>
                    <Damage>7</Damage>
                    <StunDamage>64</StunDamage>
                    <KnockBack>12</KnockBack>
                    <DamageType>2</DamageType>
                    <SelfImmune>0</SelfImmune>
                    <CanHitMultiple>0</CanHitMultiple>
                </DamageChar>


w1_tap
: helmet: 4-5 damage; 0.6-1.7 knockback
: head: 8-10 damage; 1.7-2.8 knockback


===Extra damage for head hits===
w2_sap
The beta exists in term of weapons but particle's collision radius went nuts. An effective radius can hit other characters.


The solution might be to reduce the radius to minimal possible number, let particle be attracted by nearest character and set speed to maximum.
: helmet: 2-3 damage; 0.3-0.8 knockback
: head: 4-5 damage; 0.8-1.4 knockback




====Through weapons====
'''basic modifications / new files:'''
Default: +0
Helmet: +4 (damage adding particle is released on specific material)
Head: +8 (damage adding particle is released on specific material)


<font size="-1">
<font size="-1">
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  </Oni>
  </Oni>
   
   
------------------------------------------------------------------------
   
   
  '''MtrlHead.xml'''
  '''MtrlHead.xml'''
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  </Oni>
  </Oni>
   
   
------------------------------------------------------------------------
   
   
  '''ONCC'''joetunn_0T.xml (Helmet is registered in eleventh link)
  '''ONCCelite_hard_01.xml''' (Helmet is registered in eleventh link)
   
   
  [...]
  [...]
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  [...]
  [...]
   
   
------------------------------------------------------------------------
   
   
  BINA3RAPhithead_e01.xml
  '''BINA3RAPhitheadW2_e01.xml'''
  [...]
  [...]
        <Events>
            <HitCharacter>
                <DamageChar>
                    <Damage>
                        <Random Min="4" Max="5" />
                    </Damage>
                    <StunDamage>0</StunDamage>
                    <KnockBack>
                        <Random Min="0.8" Max="1.4" />
                    </KnockBack>
                    <DamageType>0</DamageType>
                    <SelfImmune>1</SelfImmune>
                </DamageChar>
                <Die />
            </HitCharacter>
            <Create>
                <FindAttractor>
                    <DelayTime>0.1</DelayTime>
                </FindAttractor>
                <AttractHoming>
                    <TurnSpeed>400</TurnSpeed>
                    <PredictPosition>10</PredictPosition>
                    <HorizontalOnly>0</HorizontalOnly>
                </AttractHoming>
            </Create>
        </Events>
    [...]
   
   
------------------------------------------------------------------------
 
BINA3RAPhithead_e01.xml, BINA3RAPhithelmet_e01.xml, BINA3RAPhithelmetW2_e01.xml similar to above
   
   
  BINA3RAPhithelmet_e01.xml
  ------------------------------------------------------------------------
[...]
   
   
  BINAEINOimpact_effects.xml (beta only includes modifications for w1_tap)
  '''BINAEINOimpact_effects.xml'''
   
   
  <?xml version="1.0" encoding="utf-8"?>
  <?xml version="1.0" encoding="utf-8"?>
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</font>
</font>


<!--
===Character - Character (normal attack)===
===Character - Character (special attack)===
===Character - Environment===
-->


====Through melee====
==Mod ideas==
...
*How about melee attacks dealing more damage on head/helmet?
 
*Footprints in snow. Should be possible through character-environment collision plus decals or particle which becomes fixed to the ground.
 
===Footprints in snow===
Should be possible through character-environment collision plus decals.-->
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