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Onyx Beta 2
Posted: Sat Sep 26, 2009 7:11 pm
by DarkShallFall
Screenigger:
Download
Re: Onyx Beta 2
Posted: Sat Sep 26, 2009 7:16 pm
by Dragonfire
Hmmm, interesting, just Onyx and that 3ds max app into one.....needs a better name

Re: Onyx Beta 2
Posted: Sat Sep 26, 2009 9:21 pm
by DemonicSandwich
One of these days we need to make a better Onyx.
One that uses scripts rather than requiring a checkpoint revert.
Re: Onyx Beta 2
Posted: Sat Sep 26, 2009 10:29 pm
by DarkShallFall
DemonicSandwich wrote:One of these days we need to make a better Onyx.
One that uses scripts rather than requiring a checkpoint revert.
There is a checkpoint created once the game begins(before the scenario is completely loaded.) poking the new values into memory wont just do it because they are only read once. Reverting makes them get read again, and that's why we do dat.
Fuck scripts.
Re: Onyx Beta 2
Posted: Sat Sep 26, 2009 10:40 pm
by neodos
You can remove and respawn the objects by scripts, that's done in campaing, and doesn't need game revert.
Re: Onyx Beta 2
Posted: Sat Sep 26, 2009 11:55 pm
by DemonicSandwich
Dark, here's an example of a script I use.
Code: Select all
(script continuous placement_respawner
(begin
(sleep 30)
(object_create_anew crate_00)
(object_create_anew crate_01)
(object_create_anew crate_02)
(print "crate_respawn")
)
)
Using the (object_create_anew <object>) parameter, the objects are deleted and respawned, causing any new changes to take effect.
Which means the prespawn checkpoint at the beginning means exactly shit.
And really, who the fuck wants to revert their checkpoint for every single poke when they can see the changes take place right before their very eyes?
And I mean all changes. Location, Rotation, any meta within the objects tag, change the placement to a completely different object, etc.
Another interesting fact, you can also enable and disable scripts in real time. However disabling (active script set to dormant) takes effect immediately while activating (dormant script set to continuous) a dormant script requires the checkpoint revert.
Re: Onyx Beta 2
Posted: Sun Sep 27, 2009 12:30 pm
by XZodia
You should talk to xbox7887 about running that script over debug.
Re: Onyx Beta 2
Posted: Sun Sep 27, 2009 6:40 pm
by socrates
camera coords I assume is to be used with yelo, so you would find your object in dev cam mode, and when you revert the gamestate you don't have to re-find it? it just reloads the coords?
Re: Onyx Beta 2
Posted: Sat Oct 31, 2009 7:57 am
by neodos
Could this be open source
Dark don't do like you don't read this x)
Re: Onyx Beta 2
Posted: Sat Oct 31, 2009 5:45 pm
by Ogrish
Onyx beta 2 is buggy, and loses sync with xbox so i use the first onyx.
And if you use entity, onyx, and a working rth app together theres alot of things you can do.
Example: I can trick onyx to resize other objects then just the boxs, altho it wont resize coll for complicated objects, because the extra verts.
It would be nice to have an app that can swap tags, and resize objects in real time.