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Customizing/Binding: Difference between revisions

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*You can use it for playing custom animations (like normally unavailable combat moves) ingame, any time you want
*You can use it for playing custom animations (like normally unavailable combat moves) ingame, any time you want
*Just press the <tt>start_record</tt> key, and the two custom animations (Konoko's Super Kick and Outro Daodan Blast in the example above) will be available ''via'' the keys you bound to <tt>cutscene1</tt> and <tt>cutscene2</tt>.
*Just press the <tt>start_record</tt> key, and the two custom animations (Konoko's Super Kick and Outro Daodan Blast in the example above) will be available ''via'' the keys you bound to <tt>cutscene1</tt> and <tt>cutscene2</tt>.
*BEWARE OF BUFFER OVERFLOW! If you don't want Oni to crash, be sure to clear stop recording before the buffer is full, read : press the <tt>stop_record</tt> key as soon as the custom animations are no longer needed, or when you've got time to breathe.
*BEWARE OF BUFFER OVERFLOW! If you don't want Oni to crash, be sure to stop recording before the buffer is full, read : press the <tt>stop_record</tt> key as soon as the custom animations are no longer needed, or when you've got time to breathe.
*intensive use of <tt>start_record</tt> and <tt>stop_record</tt> generates a lot of '''saved_film###.dat''' files in your Oni folder. You can clean them now and then, e.g. with an automatic cleanup every time you start Oni.
*intensive use of <tt>start_record</tt> and <tt>stop_record</tt> generates a lot of '''saved_film###.dat''' files in your Oni folder. You can clean them now and then, e.g. with an automatic cleanup every time you start Oni.