User talk:Ssg: Difference between revisions

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(patience is a virtue)
(Two questions too.)
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'''Shadow thingie'''
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/l10_1215.jpg <BR>
:
Pic 1: AGQG id: [http://www6.fh-eberswalde.de/user/dkriesch/oni/crate.txt 6813-6836]<BR>
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>
Pic 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.
:
---
:
func RespawnPlayer(int ai_id, string ai_team, string ai_name)<BR>
{<BR>
RandFlag<BR>
if(selection eq 1) RandWeapon<BR>
chr_teleport(ai_name, rand_flag_id)<BR>
chr_inv_reset(ai_name)<BR>
if(selection eq 1)<BR>
: {<BR>
: chr_giveweapon(ai_name, rand_weapon_name)<BR>
: chr_givepowerup(ai_name, cell, rand_cell)<BR>
: chr_givepowerup(ai_name, ammo, rand_ammo)<BR>
: }<BR>
if(RandShield()) chr_givepowerup(ai_name, shield)<BR>
if(RandInvis()) chr_givepowerup(ai_name, invis)<BR>
chr_full_health(ai_name)<BR>
if(ai_team eq Konoko) fork FullyAware(ai_name, Syndicate)<BR>
if(ai_team eq Syndicate) fork FullyAware(ai_name, Konoko)<BR>
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>
chr_pain(ai_name, "death")<BR>
fork Death(ai_team)<BR>
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>
chr_givepowerup(ai_name, invis, 300)<BR>
chr_changeteam(ai_name, Switzerland)<BR>
if(chr_is_player(ai_name)) p3_removedangerous<BR>
sleep 50<BR>
chr_wait_animstate(ai_name, standing)<BR>
chr_changeteam(ai_name, ai_team)<BR>
fork RespawnPlayer(ai_id, ai_team, ai_name)<BR>
}
:
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*
:
[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.
:
<!--
### Text below disabled ###
:ssg, ''please'' don't update ''all'' the OBD pages
:ssg, ''please'' don't update ''all'' the OBD pages
:to the format you chose. Allow for a "trial period".
:to the format you chose. Allow for a "trial period".
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::(older ones have been commented out).
::(older ones have been commented out).
::[[User:Geyser|geyser]] 17:25, 18 November 2006 (CET)
::[[User:Geyser|geyser]] 17:25, 18 November 2006 (CET)
<!--
----
----
:I have a few complaints about the image files you just uploaded :
:I have a few complaints about the image files you just uploaded :
Line 460: Line 511:
:You got it right. I'm looking forward to that.
:You got it right. I'm looking forward to that.
::[[User:Geyser|geyser]] 04:25, 18 November 2006 (CET)
::[[User:Geyser|geyser]] 04:25, 18 November 2006 (CET)
-->
==Logging in==
==Logging in==
:No time to log in, sorry. Text was written at home.
:No time to log in, sorry. Text was written at home.
Line 653: Line 703:
:I suggested [[OBDstructHeader]] earlier...
:I suggested [[OBDstructHeader]] earlier...
::[[User:Geyser|geyser]] 16:00, 22 November 2006 (CET)
::[[User:Geyser|geyser]] 16:00, 22 November 2006 (CET)
-->

Revision as of 14:16, 20 April 2007

Shadow thingie

l1_6813_6836.jpg l1_this.jpg l10_1215.jpg

Pic 1: AGQG id: 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.
Pic 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.

---

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.) Plus the mad bommber goes passive after some successful respawns. I can punch and kick him and nothing happens. He ignores me. *strange*

complete file rename the txt extension to bsl. Wiki don't want bsl extensions.