User talk:Ssg: Difference between revisions

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(Two questions too.)
m (A few answers, a little advice, and an urgent request ^^)
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'''Shadow thingie'''
==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 <BR>
http://www6.fh-eberswalde.de/user/dkriesch/oni/l10_1215.jpg
:
:
Pic 1: AGQG id: [http://www6.fh-eberswalde.de/user/dkriesch/oni/crate.txt 6813-6836]<BR>
#AGQG id: [http://www6.fh-eberswalde.de/user/dkriesch/oni/crate.txt 6813-6836]
Pic 2: shows, where you find the box. It's in level 1 at the beginning after the first door you have to unlock with the first console.<BR>
#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.
Pic 3: Level 10, across from Shinatama; AGQG id: 1215
#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)<BR>
:Same for those crates: the walls are not vertical, so the shadow casts on them as if they were floors.
{<BR>
::So those shadows are nothing special, and are not stored anywhere. All that stuff is handled dynamically.
RandFlag<BR>
:In order to better see what happens to the shadow quad(s) during those distorsions, try the wireframe mode.
if(selection eq 1) RandWeapon<BR>
::[[User:Geyser|geyser]] 13:36, 21 April 2007 (CEST)
chr_teleport(ai_name, rand_flag_id)<BR>
 
chr_inv_reset(ai_name)<BR>
 
if(selection eq 1)<BR>
----
: {<BR>
==OTA hacking==
: chr_giveweapon(ai_name, rand_weapon_name)<BR>
func RespawnPlayer(int ai_id, string ai_team, string ai_name) {
: chr_givepowerup(ai_name, cell, rand_cell)<BR>
    RandFlag
: chr_givepowerup(ai_name, ammo, rand_ammo)<BR>
    if(selection eq 1) RandWeapon
: }<BR>
    chr_teleport(ai_name, rand_flag_id)
if(RandShield()) chr_givepowerup(ai_name, shield)<BR>
    chr_inv_reset(ai_name)
if(RandInvis()) chr_givepowerup(ai_name, invis)<BR>
    if(selection eq 1){
chr_full_health(ai_name)<BR>
        chr_giveweapon(ai_name, rand_weapon_name)
if(ai_team eq Konoko) fork FullyAware(ai_name, Syndicate)<BR>
        chr_givepowerup(ai_name, cell, rand_cell)
if(ai_team eq Syndicate) fork FullyAware(ai_name, Konoko)<BR>
        chr_givepowerup(ai_name, ammo, rand_ammo)
chr_wait_health(ai_name, 1)<BR>
    }
if(ai_name eq Tower_MB_1 and selection2 eq 0) chr_set_health(ai_name, 0)<BR>
    if(RandShield()) chr_givepowerup(ai_name, shield)
chr_pain(ai_name, "death")<BR>
    if(RandInvis()) chr_givepowerup(ai_name, invis)
fork Death(ai_team)<BR>
    chr_full_health(ai_name)
if(ai_name eq Tower_MB_1 and selection2 eq 0) {sleep 200; ai2_spawn(ai_name, force);}<BR>
chr_inv_reset(ai_name)<BR>
    if(ai_team eq Konoko) fork FullyAware(ai_name, Syndicate)
chr_givepowerup(ai_name, invis, 300)<BR>
    if(ai_team eq Syndicate) fork FullyAware(ai_name, Konoko)
chr_changeteam(ai_name, Switzerland)<BR>
if(chr_is_player(ai_name)) p3_removedangerous<BR>
    chr_wait_health(ai_name, 1)
sleep 50<BR>
    if(ai_name eq Tower_MB_1 and selection2 eq 0) chr_set_health(ai_name, 0)
chr_wait_animstate(ai_name, standing)<BR>
    chr_pain(ai_name, "death")
chr_changeteam(ai_name, ai_team)<BR>
    fork Death(ai_team)
fork RespawnPlayer(ai_id, ai_team, ai_name)<BR>
}
    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_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.) Plus the mad bommber goes passive after some successful respawns. I can punch and kick him and nothing happens. He ignores me. *strange*
    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

l1_6813_6836.jpg l1_this.jpg l10_1215.jpg

  1. AGQG id: 6813-6836
  2. 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.
  3. 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
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)