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![[ | | text = This mod is no longer under development, but search the [[AEI]] for "Jetpack" to find a mod package that lets you fly around as Barabas. | ||
}} | |||
{|style="float:right" | |||
![[AE:ONK|Oni ni Kanabô]]<br>[[Image:ONK.png]] | |||
|} | |} | ||
==Jetpack== | ==Jetpack== | ||
[[Image:Jetpack Barabas.jpg]] | |||
By tweaking a few parameters, you can fly around as Barabas. | By tweaking a few parameters, you can fly around as Barabas. | ||
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Flailing and subsequent dying in mid-air are not disabled (yet?). | Flailing and subsequent dying in mid-air are not disabled (yet?). | ||
Instructions to make any character (not just Barabas) jetpack around have been given [[Mac mods#Jetpack Mode|here]]. | |||
===Bio-Research Lab=== | ===Bio-Research Lab=== | ||
Download links later... | Download links later... | ||
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===General instructions=== | ===General instructions=== | ||
... for making any Oni character able to fly around (incoming from [http://oni.bungie.org/forums/index.php?threadid=206&page=14 | ... for making any Oni character able to fly around (incoming from [https://web.archive.org/web/20081024161606/http://oni.bungie.org/forums/index.php?threadid=206&page=14 here]) | ||
Open an ONCC (e.g. Barabas's : barabus.ONCC in, say, level3_Final), and take a look at [[OBD:ONCC | Open an ONCC (e.g. Barabas's : barabus.ONCC in, say, level3_Final), and take a look at the first offset table [[OBD:ONCC|HERE]]. | ||
Look at all the juicy floats and integers there. The ones we want to hack are : | Look at all the juicy floats and integers there. The ones we want to hack are : | ||
-Float at 0x18 : jetpack acceleration, in world units per frames squared | -Float at 0x18 : jetpack acceleration, in world units per frames squared | ||
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The falling heights we want to set to something that's higher than any vertical step in any level. Again, 10000 and 100000 seem safe enough. | The falling heights we want to set to something that's higher than any vertical step in any level. Again, 10000 and 100000 seem safe enough. | ||
Here is a screenshot of the changes: [http://edt.oni2.net/images/oup.jpg OUP Screenshot] | |||
That's it! Load Lab (or the other level if you chose another), shapeshift and "flyyyy like an eagle... into the future..." | That's it! Load Lab (or the other level if you chose another), shapeshift and "flyyyy like an eagle... into the future..." | ||
Here is a demo of the [http://edt.oni2.net/mov/jetpack.mov jetpack] | |||
... | ... | ||
Unfortunately, I don't know where the flailing timer is yet, so Barabas (or whoever) will wave his arms desperately as he flies around. So he won't be able to shoot precisely. A little scripting could rule out the flailing anim completely, though. | Unfortunately, I don't know where the flailing timer is yet, so Barabas (or whoever) will wave his arms desperately as he flies around. So he won't be able to shoot precisely. A little scripting could rule out the flailing anim completely, though. | ||
(I've checked it, it works "alright". Doesn't look too nice because the jump_idle anims were never meant to loop, but at least you can aim. That scripting hack will be our lesson number two. ^^ ) | (I've checked it, it works "alright". Doesn't look too nice because the jump_idle anims were never meant to loop, but at least you can aim. That scripting hack will be our lesson number two. ^^ ) | ||
Here is the code to stop flailing: | |||
fork BreakFlail | |||
func BreakFlail() { | |||
chr_wait_animation(0, STRIKEjump_flail) | |||
chr_animate(0, STRRIFjump_idle) | |||
sleep 1 | |||
fork BreakFlail } | |||
EDIT: The flailing timer has been found: | |||
Change 0x00 at 0xF724B to 0x7F (PC) and 0x00 at 0x5E4C2 to 0x7F (Mac) | |||
Same thing for that other timer that makes you die in mid-air when you've been falling for too long : I don't know if it's set in the ONCC, or elsewhere, of if it's hardcoded or something... It could ''very well'' be hardcoded or something. | Same thing for that other timer that makes you die in mid-air when you've been falling for too long : I don't know if it's set in the ONCC, or elsewhere, of if it's hardcoded or something... It could ''very well'' be hardcoded or something. | ||
It's convenient to have it there e.g. in Rooftops OTA (for cratering), but it's alas not too jetpack-friendly. | It's convenient to have it there e.g. in Rooftops OTA (for cratering), but it's alas not too jetpack-friendly. | ||
So you have to [[Cheats|liveforever]] if you want to jetpack for longer than a few seconds at a time. Hopefully we'll find those timers some time soon. | So you have to [[Cheats|liveforever]] if you want to jetpack for longer than a few seconds at a time. Hopefully we'll find those timers some time soon. | ||
EDIT: The Mid-Air Timer is called ONcMaxFramesInAir and is hardcoded for 300 ticks or 5 seconds. [[User:EdT|EdT]] | |||
Of course, jetpacking as Barabas will look nicer if you add the "rocket" particle to selected TRAMs (actually, it works and looks quite nice) but that will be our lesson number ''three'' (it's a bit more work, actually). | Of course, jetpacking as Barabas will look nicer if you add the "rocket" particle to selected TRAMs (actually, it works and looks quite nice) but that will be our lesson number ''three'' (it's a bit more work, actually). | ||
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Well, since he drains energy from around him, it would make sense if he drained yours, too. | Well, since he drains energy from around him, it would make sense if he drained yours, too. | ||
Here you can get [http://gumby.oni2.net/barabus%20particles.zip such particle.] | |||
He could poison you at a moderate rate while he regenerates, and poison you more in the event of a long physical contact (e.g. a throw) during the regeneration. | He could poison you at a moderate rate while he regenerates, and poison you more in the event of a long physical contact (e.g. a throw) during the regeneration. | ||
[[Category:Obsolete AE mods]] |