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!Event description | !Event description | ||
!Syntax | !Syntax | ||
!<tt>lock_keys</tt> group | |||
|- | |- | ||
| | |Horizontal/Vertical Aiming | ||
| | |aim_lr/aim_LR, aim_ud/aim_UD | ||
|NOT AFFECTED | |||
|- | |- | ||
|Left | |Forward, Backward, Strafe Left/Right | ||
|stepleft | |forward, backward, stepleft, stepright | ||
|<tt>keys_movement</tt> | |||
|- | |- | ||
| | |Turn Left/Right (DOOM-style) | ||
| | |turnleft/turnright | ||
|<tt>keys_all</tt> | |||
|- | |- | ||
| | |Jump, Crouch, Walk | ||
| | |jump, crouch, walk | ||
|<tt>keys_jump, keys_crouch, keys_walk</tt> | |||
|- | |- | ||
| | |Draw/Holster Weapon, Pick Up | ||
|swap | |swap | ||
|<tt>keys_inventory</tt> | |||
|- | |- | ||
|Drop | |Drop Weapon | ||
|drop | |drop | ||
|<tt>keys_inventory</tt> | |||
|- | |- | ||
| | |Reload Weapon | ||
| | |reload | ||
|<tt>keys_reload</tt> | |||
|- | |- | ||
|Punch | |Punch, Kick, Fire1 ... Fire3 | ||
|punch | |punch, kick, fire1 ... fire3 '''(1)''' | ||
|<tt>keys_attack</tt> | |||
|- | |- | ||
| | |Use Hypo | ||
| | |hypo | ||
|<tt>keys_hypo</tt> | |||
|- | |- | ||
| | |Use Console/Door, Talk, Taunt, | ||
| | |action | ||
|<tt>keys_action</tt> | |||
|- | |- | ||
| | |Escape/Resume | ||
| | |escape | ||
|NOT AFFECTED | |||
|- | |- | ||
| | |Pause Screen | ||
| | |pausescreen | ||
|<tt>keys_pause</tt> | |||
|- | |||
|Look Mode | |||
|lookmode | |||
|<tt>keys_all</tt> | |||
|- | |- | ||
| | |Screenshot | ||
| | |screenshot | ||
|NOT AFFECTED | |||
|- | |- | ||
| | |Start/Stop/Play Record | ||
| | |start_record, stop_record, play_record | ||
|<tt>keys_all</tt> | |||
|- | |- | ||
|Custom | |Custom Animations 1 and 2 | ||
| | |cutscene1, cutscene2 | ||
|<tt>keys_all</tt> | |||
|} | |} | ||
This is '' | ===fire1, fire2, fire3=== | ||
*'''fire1''' fires your gun's primary ammunition when available (if your gun isn't empty), and doubles as '''punch''' otherwise | |||
*'''fire2''' fires your gun's secondary ammunition when available (only for the Wave Motion Cannon) and doubles as '''kick''' otherwise | |||
*'''fire3''' fires your gun's ternary ammunition when available (never) and doubles as '''crouch''' otherwise | |||
===walk=== | |||
While you hold this key, your character walks (or sashays in the case of Konoko :D ) instead of running. | |||
===lookmode=== | |||
*While you hold this key, the body facing can't be changed with the horizontal aiming input (such as '''mousexaxis'''). | |||
*The facing direction is then "locked" (you can still turn with the '''turnleft''' and '''turnright''' keys) | |||
*Your horizontal aiming input then lets you look a full 90 degrees right and left (45 degrees when aiming with some weapons). | |||
*When you release the '''lookmode''' key, your "lookspring" relaxes, so that you're facing straight ahead again. Unless, that is, you've <tt>chr_focus</tt>ed to an AI. | |||
===screenshot=== | |||
*This stores a screenshot in uncompressed BMP format in Oni's folder, with the generic name '''screen_shot#####.bmp''' | |||
*The resolution is normally the one specified in '''Options''', but you can set the runtime variable <tt>gs_screen_shot_reduce</tt> to downsample the bitmap by a factor of 2 to that power.<br>Thus, if you play Oni in 640x480, the bitmaps you'll get will be : | |||
**640x480 if <tt>gs_screen_shot_reduce= 0</tt> (default) | |||
**320x240 if <tt>gs_screen_shot_reduce= 1</tt> | |||
**160x120 if <tt>gs_screen_shot_reduce= 2</tt>... | |||
===start_record, stop_record, play_record=== | |||
This is a development feature Bungie used to author cutscene character animations. | |||
*When you press the <tt>start_record</tt> key, Oni stores the authored character's position, body facing and aiming direction,<br>then keeps recording all input events (keyboard and mouse) in a buffer until you press the <tt>stop_record</tt> key. | |||
*When you press the <tt>play_record</tt> key, the initial conditions stored at <tt>start_record</tt>-time are applied to the authored character,<br>then the event buffer is read from, and the events are applied to your character as if you were providing the recorded input.<br>You actual input is ignored until the "movie" is done "playing". | |||
*The buffer has a limited size (quite big, about half an hour of non-stop action). Overflow thereof makes Oni crash. | |||
*The contents of the event buffer is dumped in generic binary files called '''saved_film###.dat''' in Oni's folder.<br>Those dumped event buffers can't be read from and applied to custom characters via scripting : they served for cutscene authoring during Oni's development. | |||
===cutscene1, cutscene2=== | |||
This is another feature of the cutscene authoring process detailed above | |||
*The 2 runtime variables '''sc_bind_f2''' and '''sc_bind_f3''' can be set to hold the names of 2 arbitrary animations, say : | |||
sc_bind_f2= "KONCOMsuper_kick"; | |||
sc_bind_f3= "KONOKOendpowerup"; | |||
*Those two animations can then be applied to the authored character at any time during the authoring, by the pressing the '''cutscene1''' or '''cutscene2''' key. | |||
*The custom animation's name is stored in the event buffer, so the ''authored'' animations will appear during playback even if '''sc_bind_f2''' and '''sc_bind_f3''' are reset in the meantime. | |||
=="Secret" events== | |||
*secretx, secrety, secretz | |||
*f4, f5, f6, f7, f8, f12 | |||
*console, block, profile_toggle, unstick | |||
*camera_record, camera_stop, camera_play | |||
*addflag, deleteflag, record_screen, place_quad, place_quad_mode | |||
*man_cam_move_up, man_cam_move_down, man_cam_move_left, man_cam_move_right, man_cam_move_forward, man_cam_move_backward | |||
*man_cam_pan_up, man_cam_pan_down, man_cam_pan_left, man_cam_pan_right | |||
Those were just as poorly documented as the other ones, the only difference is that we can't seem to get them to work. | |||
There are, however, a few guesses for a few of those, so some day, maybe... | |||
==Related issues== | ==Related issues== | ||
*the [[lock_keys|<tt>lock_keys</tt>]] scripting command. | *the [[lock_keys|<tt>lock_keys</tt>]] scripting command. |