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BSL talk:Functions: Difference between revisions

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(chr_vocalize doesn't work as supposed to)
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"chr_vocalize [ai_name:string | script_id:int] type:string - makes a character utter a vocalization (vocalize type strings: override, yell, pain, call, say, chatter, idle)"
"chr_vocalize [ai_name:string | script_id:int] type:string - makes a character utter a vocalization (vocalize type strings: override, yell, pain, call, say, chatter, idle)"


Couldn't get this to work with any other character than Konoko (player). If someone can "vocalize" bots please let me know.
Couldn't get this to work with any other character than Konoko (player). If someone can "vocalize" bots please let me know. [[User:Script 10k|Script 10k]] ([[User talk:Script 10k|talk]]) 21:59, 20 August 2016 (CEST)
 
 
: Correct me if I'm wrong: AIs spawned by CHAR collection come without an script_id. You would need to add characters via AISA and set <ScriptId>. In case of chr_vocalize, an non-existing script_id is probably replace by 0 and so redirected to player. With CHAR workflow you should use ai_name instead. --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 11:40, 21 August 2016 (CEST)
 
:: Works like a charm [[User:Paradox-01|paradox-01]]! I've added the character to AISA and it worked as supposed. Thanks! :)
::One thing, in my game the strings available for vocalize aren't the same as described above. They are: "taunt, alert, startle, checkbody, pursue, cower, superpunch, superkick, super3 and super4". Can you check which ones are present in your game?
 
:::Interesting. You are correct about those being the strings for chr_vocalize. The strings given on BSL:Functions, such as "chatter", are associated with chr_talk, but it seems that they have no effect. So the Functions page is in error. --[[User:Iritscen|Iritscen]] ([[User talk:Iritscen|talk]]) 17:42, 21 August 2016 (CEST)
 
::"They are: "taunt, alert, startle, checkbody, pursue, cower, superpunch, superkick, super3 and super4". Can you check which ones are present in your game?" - Yep looks the same in my exe. --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 20:17, 21 August 2016 (CEST)
 
==chr_holdkey==
 
"chr_holdkey [ai_name:string | script_id:int] key_name:string num_frames:int - forces a character to hold a key down for some frames"
 
Couldn't get this one to work too. I tried chr_holdkey char_name "h" but seems character didn't hold the key either the player or the ais. "h" key in my oni is thr keyboard punch key.
 
Please let me know if any of you got this to work. [[User:Script 10k|Script 10k]] ([[User talk:Script 10k|talk]]) 23:52, 25 August 2016 (CEST)
 
 
: SSG (no example in his command list given), geyser, loser and gumby couldn't make that command work. So forget about it ;)
: http://oni.bungie.org/forum/viewtopic.php?id=130&p=4
: [[User_talk:Iritscen/Archive2#AI_self-healing]]
 
: Use '''[[XML:FILM#.3CKeys.3E|FILM]]''' file instead:<br>'''chr_playback_block([ai_name|script_id], film_name, fromhere)'''
 
: fromhere - ignore the position, rotation is still used<br>interp - interpolates between current character position and film position (awkward when height is not the same)
 
: You could probably create a level 0 package made of such keys and then use them whenever needed.
 
: Caution with editing frames, game crashes when done wrong. --[[User:Paradox-01|paradox-01]] ([[User talk:Paradox-01|talk]]) 08:37, 26 August 2016 (CEST)
:: Thanks [[User:Paradox-01|paradox-01]]. I am going to try that.[[User:Script 10k|Script 10k]] ([[User talk:Script 10k|talk]]) 20:05, 28 August 2016 (CEST)
 
[[Category:BSL docs]]