User talk:Ssg: Difference between revisions
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m (A few answers, a little advice, and an urgent request ^^) |
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''' | ==Oni Stuff== | ||
:ssg, I ''beg'' you to synchronize OBD pages as you see fit (as long as you don't use RAW HTML, I suppose it's OK ^^) | |||
:At least the pages for which you've changed the image on OS. And those for which you've documented not-yet-synced data. | |||
:Of course, read through whatever you'll be overwriting, and merge anything you deem relevant into your update. | |||
::[[User:Geyser|geyser]] 13:36, 21 April 2007 (CEST) | |||
---- | |||
==Shadow thingie== | |||
http://www6.fh-eberswalde.de/user/dkriesch/oni/l1_6813_6836.jpg | http://www6.fh-eberswalde.de/user/dkriesch/oni/l1_6813_6836.jpg | ||
http://www6.fh-eberswalde.de/user/dkriesch/oni/l1_this.jpg | http://www6.fh-eberswalde.de/user/dkriesch/oni/l1_this.jpg | ||
http://www6.fh-eberswalde.de/user/dkriesch/oni/l10_1215.jpg | http://www6.fh-eberswalde.de/user/dkriesch/oni/l10_1215.jpg | ||
: | : | ||
#AGQG id: [http://www6.fh-eberswalde.de/user/dkriesch/oni/crate.txt 6813-6836] | |||
#Shows where that box is. It's in level 1 at the beginning after the first door you have to unlock with the first console. | |||
#Level 10, across from Shinatama; AGQG id: 1215 | |||
: | : | ||
Any idea where the shadow thing is stored? It's not in the AGQG files and not in the TXMP files. | Any idea where the shadow thing is stored? It's not in the AGQG files and not in the TXMP files. | ||
: | :;ssg | ||
--- | :Basically, it's just the effect of the round shadow texture being projected vertically onto sloped floor quads. | ||
::In pic 3, the wall is actually not vertical: it's as if Konoko was standing at the bottom of a very steep ramp. | |||
func RespawnPlayer(int ai_id, string ai_team, string ai_name) | :Same for those crates: the walls are not vertical, so the shadow casts on them as if they were floors. | ||
{ | ::So those shadows are nothing special, and are not stored anywhere. All that stuff is handled dynamically. | ||
RandFlag | :In order to better see what happens to the shadow quad(s) during those distorsions, try the wireframe mode. | ||
if(selection eq 1) RandWeapon | ::[[User:Geyser|geyser]] 13:36, 21 April 2007 (CEST) | ||
chr_teleport(ai_name, rand_flag_id) | |||
chr_inv_reset(ai_name) | |||
if(selection eq 1) | ---- | ||
==OTA hacking== | |||
func RespawnPlayer(int ai_id, string ai_team, string ai_name) { | |||
RandFlag | |||
if(selection eq 1) RandWeapon | |||
chr_teleport(ai_name, rand_flag_id) | |||
if(RandShield()) chr_givepowerup(ai_name, shield) | chr_inv_reset(ai_name) | ||
if(RandInvis()) chr_givepowerup(ai_name, invis) | if(selection eq 1){ | ||
chr_full_health(ai_name) | chr_giveweapon(ai_name, rand_weapon_name) | ||
if(ai_team eq Konoko) fork FullyAware(ai_name, Syndicate) | chr_givepowerup(ai_name, cell, rand_cell) | ||
if(ai_team eq Syndicate) fork FullyAware(ai_name, Konoko) | chr_givepowerup(ai_name, ammo, rand_ammo) | ||
chr_wait_health(ai_name, 1) | } | ||
if(ai_name eq Tower_MB_1 and selection2 eq 0) chr_set_health(ai_name, 0) | if(RandShield()) chr_givepowerup(ai_name, shield) | ||
chr_pain(ai_name, "death") | if(RandInvis()) chr_givepowerup(ai_name, invis) | ||
fork Death(ai_team) | chr_full_health(ai_name) | ||
if(ai_name eq Tower_MB_1 and selection2 eq 0) {sleep 200; ai2_spawn(ai_name, force);} | |||
chr_inv_reset(ai_name) | if(ai_team eq Konoko) fork FullyAware(ai_name, Syndicate) | ||
chr_givepowerup(ai_name, invis, 300) | if(ai_team eq Syndicate) fork FullyAware(ai_name, Konoko) | ||
chr_changeteam(ai_name, Switzerland) | |||
if(chr_is_player(ai_name)) p3_removedangerous | chr_wait_health(ai_name, 1) | ||
sleep 50 | if(ai_name eq Tower_MB_1 and selection2 eq 0) chr_set_health(ai_name, 0) | ||
chr_wait_animstate(ai_name, standing) | chr_pain(ai_name, "death") | ||
chr_changeteam(ai_name, ai_team) | fork Death(ai_team) | ||
fork RespawnPlayer(ai_id, ai_team, ai_name) | |||
} | if(ai_name eq Tower_MB_1 and selection2 eq 0) {sleep 200; ai2_spawn(ai_name, force);} | ||
: | chr_inv_reset(ai_name) | ||
Oni ignores the | chr_givepowerup(ai_name, invis, 300) | ||
: | chr_changeteam(ai_name, Switzerland) | ||
[http://www6.fh-eberswalde.de/user/dkriesch/oni/arena_lab.txt complete file] rename the txt extension to bsl. Wiki don't want bsl extensions. | if(chr_is_player(ai_name)) p3_removedangerous | ||
: | sleep 50 | ||
chr_wait_animstate(ai_name, standing) | |||
chr_changeteam(ai_name, ai_team) | |||
fork RespawnPlayer(ai_id, ai_team, ai_name) | |||
} | |||
:Oni ignores the '''chr_teleport(ai_name, rand_flag_id)''' irregular for the respawned mad bomber. | |||
::Anyone who has an idea why Oni ignores it? And why irregular? | |||
:::(Even if I write the teleport command twice with sleep 200 between them, it doesn't work.) | |||
::;ssg | |||
:Why hack the old core? There were lots of things wrong with it... | |||
::Why don't you port [http://geyser.oni2.net/OniTeamArena/WIP/ABPbis.zip this] instead? ^^ | |||
:By "irregular" I assume you mean "sometimes"... Well, in OTA 2, he respawns nicely. | |||
::And the previous core is such a mess, it's really hard to say without trimming it. | |||
:(yeah, generally, comment out everything that isn't essential for investigation) | |||
::[[User:Geyser|geyser]] 13:36, 21 April 2007 (CEST) | |||
:Plus the mad bommber goes passive after some successful respawns. | |||
::I can punch and kick him and nothing happens. He ignores me. | |||
:*strange* | |||
::;ssg | |||
:I haven't figured out why that happens yet. Usually happens when there are many bots. | |||
:Could be that there's only that much melee that can be run at a time (sixteen?). | |||
:Anyway, you have 18 chars in there, and that's a lot. Not debug-friendly, anyway. | |||
:I can't actiavely help right now. Try playing with dev console on, with fewer chars. | |||
:I'd say you're almost guaranteed to get an error message corresponding to both problems. | |||
::[[User:Geyser|geyser]] 13:36, 21 April 2007 (CEST) | |||
---- | |||
==Linking to [[BSL]] files== | |||
:[http://www6.fh-eberswalde.de/user/dkriesch/oni/arena_lab.txt complete file] rename the txt extension to bsl. Wiki don't want bsl extensions. | |||
::;ssg | |||
:The wiki normally supports linking to anything ASCII. See [[IGMD]] and subpages. The problem, if any, is with your browser. | |||
::[[User:Geyser|geyser]] 13:36, 21 April 2007 (CEST) | |||
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Revision as of 11:36, 21 April 2007
Oni Stuff
- ssg, I beg you to synchronize OBD pages as you see fit (as long as you don't use RAW HTML, I suppose it's OK ^^)
- At least the pages for which you've changed the image on OS. And those for which you've documented not-yet-synced data.
- Of course, read through whatever you'll be overwriting, and merge anything you deem relevant into your update.
- geyser 13:36, 21 April 2007 (CEST)
Shadow thingie
- AGQG id: 6813-6836
- Shows where that box is. It's in level 1 at the beginning after the first door you have to unlock with the first console.
- Level 10, across from Shinatama; AGQG id: 1215
Any idea where the shadow thing is stored? It's not in the AGQG files and not in the TXMP files.
- ssg
- Basically, it's just the effect of the round shadow texture being projected vertically onto sloped floor quads.
- In pic 3, the wall is actually not vertical: it's as if Konoko was standing at the bottom of a very steep ramp.
- Same for those crates: the walls are not vertical, so the shadow casts on them as if they were floors.
- So those shadows are nothing special, and are not stored anywhere. All that stuff is handled dynamically.
- In order to better see what happens to the shadow quad(s) during those distorsions, try the wireframe mode.
- geyser 13:36, 21 April 2007 (CEST)
OTA hacking
func RespawnPlayer(int ai_id, string ai_team, string ai_name) { RandFlag if(selection eq 1) RandWeapon chr_teleport(ai_name, rand_flag_id) chr_inv_reset(ai_name) if(selection eq 1){ chr_giveweapon(ai_name, rand_weapon_name) chr_givepowerup(ai_name, cell, rand_cell) chr_givepowerup(ai_name, ammo, rand_ammo) } if(RandShield()) chr_givepowerup(ai_name, shield) if(RandInvis()) chr_givepowerup(ai_name, invis) chr_full_health(ai_name) if(ai_team eq Konoko) fork FullyAware(ai_name, Syndicate) if(ai_team eq Syndicate) fork FullyAware(ai_name, Konoko) chr_wait_health(ai_name, 1) if(ai_name eq Tower_MB_1 and selection2 eq 0) chr_set_health(ai_name, 0) chr_pain(ai_name, "death") fork Death(ai_team) if(ai_name eq Tower_MB_1 and selection2 eq 0) {sleep 200; ai2_spawn(ai_name, force);} chr_inv_reset(ai_name) chr_givepowerup(ai_name, invis, 300) chr_changeteam(ai_name, Switzerland) if(chr_is_player(ai_name)) p3_removedangerous sleep 50 chr_wait_animstate(ai_name, standing) chr_changeteam(ai_name, ai_team) fork RespawnPlayer(ai_id, ai_team, ai_name) }
- Oni ignores the chr_teleport(ai_name, rand_flag_id) irregular for the respawned mad bomber.
- Anyone who has an idea why Oni ignores it? And why irregular?
- (Even if I write the teleport command twice with sleep 200 between them, it doesn't work.)
- ssg
- Anyone who has an idea why Oni ignores it? And why irregular?
- Why hack the old core? There were lots of things wrong with it...
- Why don't you port this instead? ^^
- By "irregular" I assume you mean "sometimes"... Well, in OTA 2, he respawns nicely.
- And the previous core is such a mess, it's really hard to say without trimming it.
- (yeah, generally, comment out everything that isn't essential for investigation)
- geyser 13:36, 21 April 2007 (CEST)
- Plus the mad bommber goes passive after some successful respawns.
- I can punch and kick him and nothing happens. He ignores me.
- strange*
- ssg
- I haven't figured out why that happens yet. Usually happens when there are many bots.
- Could be that there's only that much melee that can be run at a time (sixteen?).
- Anyway, you have 18 chars in there, and that's a lot. Not debug-friendly, anyway.
- I can't actiavely help right now. Try playing with dev console on, with fewer chars.
- I'd say you're almost guaranteed to get an error message corresponding to both problems.
- geyser 13:36, 21 April 2007 (CEST)
Linking to BSL files
- complete file rename the txt extension to bsl. Wiki don't want bsl extensions.
- ssg
- The wiki normally supports linking to anything ASCII. See IGMD and subpages. The problem, if any, is with your browser.
- geyser 13:36, 21 April 2007 (CEST)