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Script 10k (talk | contribs) (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]] |