8,013
edits
Paradox-01 (talk | contribs) mNo edit summary |
Paradox-01 (talk | contribs) (head shot mod (w1_tap + w2_sap), maybe even AE worthy) |
||
Line 1: | Line 1: | ||
=[[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. =) | ||
Line 143: | Line 147: | ||
==examples== | |||
<!-- | |||
===Particle - Environment=== | ===Particle - Environment=== | ||
--> | |||
===Particle - Character=== | ===Particle - Character=== | ||
== | ====Extra damage for head hits==== | ||
=== | 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. | ||
: | : [http://mods.oni2.net/index.php?q=node/71 >> put files into level0_Final] | ||
'''damage overview:''' | |||
w1_tap | |||
: helmet: 4-5 damage; 0.6-1.7 knockback | |||
: head: 8-10 damage; 1.7-2.8 knockback | |||
w2_sap | |||
: helmet: 2-3 damage; 0.3-0.8 knockback | |||
: head: 4-5 damage; 0.8-1.4 knockback | |||
'''basic modifications / new files:''' | |||
<font size="-1"> | <font size="-1"> | ||
Line 204: | Line 182: | ||
</Oni> | </Oni> | ||
------------------------------------------------------------------------ | |||
'''MtrlHead.xml''' | '''MtrlHead.xml''' | ||
Line 214: | Line 193: | ||
</Oni> | </Oni> | ||
------------------------------------------------------------------------ | |||
''' | '''ONCCelite_hard_01.xml''' (Helmet is registered in eleventh link) | ||
[...] | [...] | ||
Line 225: | Line 205: | ||
[...] | [...] | ||
------------------------------------------------------------------------ | |||
'''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 | |||
------------------------------------------------------------------------ | |||
BINAEINOimpact_effects.xml | '''BINAEINOimpact_effects.xml''' | ||
<?xml version="1.0" encoding="utf-8"?> | <?xml version="1.0" encoding="utf-8"?> | ||
Line 285: | Line 292: | ||
</font> | </font> | ||
<!-- | |||
===Character - Character (normal attack)=== | |||
===Character - Character (special attack)=== | |||
===Character - Environment=== | |||
--> | |||
==== | ==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. | |||
Should be possible through character-environment collision plus decals. |
edits