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XML:BINA/ONIE: Difference between revisions

agreed - and good night
(agreed - and good night)
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extend/tweak/criticize.
extend/tweak/criticize.
: [http://mods.oni2.net/index.php?q=node/71 >> put files into level0_Final]




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* Added [[AE:New_weapons#w15_smg_Silenced_Machine_Gun|w15_smg]] into ONIE.
* Added [[AE:New_weapons#w15_smg_Silenced_Machine_Gun|w15_smg]] into ONIE.
* Material Flesh and Cloth uses same damage dealing particle, "unprotected".
* Material Flesh and Cloth uses same damage dealing particle, "unprotected".
* '''[http://www.mods.oni2.net/sites/default/files/material_depending_damage.zip files]'''




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  unprotected +3 +2 +1
  unprotected +3 +2 +1
  helmet +4 +3 +0.8
  helmet +4 +3 +0.8
  <font color="#AAAAAA">
   
  w6_vdg x 1 200 15 (needs debugging before getting released)
  w6_vdg -
head +0-1 +10 +0.7
unprotected +0 +6 +0.2
helmet +0 +0 +0 (no file)</font>
   
   
  w7_scc x M7 S2 0 5-8
  w7_scc x M7 S2 0 5-8
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  helmet +5 +3 +2-3
  helmet +5 +3 +2-3
   
   
  w9_scr (whatever .. it became too deadly)
  w9_scr -
   
   
  w10_sni x 40-60 10 10
  w10_sni x 40-60 10 10
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I haven't gotten to try these files out yet (hopefully soon), but I like the idea. I just want to give my opinions on a couple things on a conceptual level:
I haven't gotten to try these files out yet (hopefully soon), but I like the idea. I just want to give my opinions on a couple things on a conceptual level:
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::AI can be learnt to score "headshots", however, that requires all characters to have similar height. In [[ONWC]], some values around 0x100 - 0x120 in primary firing component if I recall correctly are used to tell AI where to aim according to its target's root (pelvis) when shooting with primary fire. It is set zero or low, so AI tends to shoot into stomach. Set Y component a bit higher to achieve chest/headshots. But then be prepared for consequences - if character is minimized (lenght from root to head is smaller), AI will be happily missing character. Good luck with it, if you want to try it. P.S.: delete this immediately if you don't like it. I don't want to waste space.--[[User:Loser|Loser]] 18:11, 18 May 2009 (UTC)
::AI can be learnt to score "headshots", however, that requires all characters to have similar height. In [[ONWC]], some values around 0x100 - 0x120 in primary firing component if I recall correctly are used to tell AI where to aim according to its target's root (pelvis) when shooting with primary fire. It is set zero or low, so AI tends to shoot into stomach. Set Y component a bit higher to achieve chest/headshots. But then be prepared for consequences - if character is minimized (lenght from root to head is smaller), AI will be happily missing character. Good luck with it, if you want to try it. P.S.: delete this immediately if you don't like it. I don't want to waste space.--[[User:Loser|Loser]] 18:11, 18 May 2009 (UTC)
:::Agreed to point one and two, and even point three. But I don't feel like picking it up. Rudely said: I've already to much else to do like you all too. So, I had say let's keep it in "mod idea" section for later days. :) [[User:Paradox-01|Paradox-01]] 20:32, 18 May 2009 (UTC)
{{divhide|third beta|2=<br />
Changes:
* modified again w12 (fixed damage type) and w15 particle (exchanged stun and knockdown values from unprotected and helmet)
* rejected w6_vdg modification (debug almost completed; "<ImpactEffect>" from w8_mbo was interfering)
* '''[http://www.mods.oni2.net/sites/default/files/material_depending_damage_beta3.zip files]'''
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}}


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