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(filling in some facts about missing ONCCs and ONWCs) |
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:If the flag ID requested by [[chr_create]] is obsolete or otherwise unavailable, chr_create will fail with a message to the console. | :If the flag ID requested by [[chr_create]] is obsolete or otherwise unavailable, chr_create will fail with a message to the console. | ||
;Missing [[ONCC]] issue | ;Missing [[ONCC]] issue | ||
:Missing ONCCs are resolved by picking the first available ONCC (in ASCII order, i.e., '''SH_generic''' comes before '''barabus'''). In Vanilla Oni this only happens once: "lab" scripts use <tt>chr_create 1004</tt> in the bomber cutscene (for the cop who talks to Konoko on the radio): the missing ONCC TCL_2 is luckily resolved as the close-enough TCTF_lite_1. In the [[Anniversary Edition]], the custom ONCC Cop_generic was added to take care of this situation (both to prevent the Vanilla "lab" logic from resolving to '''CopfemA1''' and to give some screen time TRBSTCL_2, which is present in Vanilla Oni, but somehow doesn't have a matching ONCC). | :Missing ONCCs are resolved by picking the first available ONCC (in ASCII order, i.e., '''SH_generic''' comes before '''barabus'''). In Vanilla Oni this only happens once (for AISA): "lab" scripts use <tt>chr_create 1004</tt> in the bomber cutscene (for the cop who talks to Konoko on the radio): the missing ONCC TCL_2 is luckily resolved as the close-enough TCTF_lite_1. In the [[Anniversary Edition]], the custom ONCC Cop_generic was added to take care of this situation (both to prevent the Vanilla "lab" logic from resolving to '''CopfemA1''' and to give some screen time to TRBSTCL_2, which is present in Vanilla Oni, but somehow doesn't have a matching ONCC). | ||
:If the eventually used ONCC is invalid (e.g., if it has a missing TRAC or if its ONCV is missing from ONVL), Oni will crash. This applies to [[CHAR]] a.k.a. [[ai2_spawn]], [[AISA]] a.k.a. [[chr_create]], and [[ai2_chump]] (hardcoded to spawn ONCCstriker_easy_1; in Vanilla Oni there are three levels where ai2_chump's ONCC is resolved due to a missing striker_easy_1: to CopfemA1 in '''state''' and '''tctf_II''', and to TCTF_swat_blackops_1 in '''compound'''; in '''neuro''' the full set of Strikers is available, as well as comguys, the mad bomber, and Muro). | :If the eventually used ONCC is invalid (e.g., if it has a missing TRAC or if its ONCV is missing from ONVL), Oni will crash. This applies to [[CHAR]] a.k.a. [[ai2_spawn]], [[AISA]] a.k.a. [[chr_create]], and [[ai2_chump]] (hardcoded to spawn ONCCstriker_easy_1; in Vanilla Oni there are three levels where ai2_chump's ONCC is resolved due to a missing striker_easy_1: to CopfemA1 in '''state''' and '''tctf_II''', and to TCTF_swat_blackops_1 in '''compound'''; in '''neuro''' the full set of Strikers is available, as well as comguys, the mad bomber, and Muro). | ||
;Missing [[ONWC]] issue | ;Missing [[ONWC]] issue | ||
:Some of the vanilla AISA entries contain a link to an invalid (obsolete) ONWC: two Strikers in '''tctf''' (in the cutscene | :Some of the vanilla AISA entries contain a link to an invalid (obsolete) ONWC: two Strikers in '''tctf''' (in the cutscene where Barabas kidnaps Shinatama) have a link to ONWCp_rifle; there are eleven more AISA characters (not used in Vanilla scripts) who have links to ONWCautopistol, ONWCsmg, ONWCp_rifle and ONWCp_stream. The engine apparently resolves such bad links by not giving any weapon to the character (unless the ONWC link is simply ignored all the time, just like the rest of the inventory fields? There are no valid ONWC links in Vanilla AISA, so it can be either.) | ||
;Inventory and script events. | ;Inventory and script events. | ||
:Since nearly all the inventory fields are ignored, AISA characters can't be created with inventory items, and so the "out of ammo" script function is irrelevant. The inventory can still be set with scripting (items that the character can use, not what they drop when killed). The "no path" function doesn't seem to work, neither does it seem to work for [[CHAR]]. | :Since nearly all the inventory fields are ignored, AISA characters can't be created with inventory items, and so the "out of ammo" script function is irrelevant. The inventory can still be set with scripting (items that the character can use, not what they drop when killed). The "no path" function doesn't seem to work, neither does it seem to work for [[CHAR]]. |