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Author Topic: Clueless query  (Read 1476 times)

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Offline miseryguts

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Clueless query
« on: March 24, 2010, 05:00:40 pm »
Apologies for the question - i have just discovered this forum, i have OpenBor v3.0 (2635) have put several PAKS in relevant folder, but can't get any game to run - just get black OpenBorlog.txt screen with: Failed to load data/sounds/ on all .wav
Any assistance would be greatly appreciated,
Thanks to anyone taking the time to respond.

Offline Bloodbane

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Re: Clueless query
« Reply #1 on: March 25, 2010, 12:14:21 pm »
 You posted on wrong section. It should outside this section.

Quote
i have OpenBor v3.0 (2635) have put several PAKS in relevant folder, but can't get any game to run - just get black OpenBorlog.txt screen with: Failed to load data/sounds/ on all .wav

 Did you open the log yourself or OpenBoR open it for you? if it is the latter, I'm afraid you haven't even start any mod yet.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

"The more often enemies attack, the more open they are to counter attacks"

Offline GaBoTiCo

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Re: Clueless query
« Reply #2 on: July 07, 2010, 11:39:33 am »
Sorry, I don't think that this is the right place to ask this question, however, I did not want to star a new thread. I was wondering if  anyone could tell me hot to make an entity destroy itself after playing its idle animation, for those of you who might find this too simple, I apologize in advance.
« Last Edit: July 08, 2010, 06:12:03 am by GaBoTiCo »
WIP:
Teenage Mutant Ninja Turtles:
A darker version of the characters from the 1987 cartoon.

Watch Video:
http://www.youtube.com/watch?v=sRLtIov69Vc&feature=youtu.be

Download DEMO:
https://rapidshare.com/files/2730641852/TMNT%2010.26.2012.zip

Offline maxman

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Re: Clueless query
« Reply #3 on: July 07, 2010, 11:02:13 pm »
Are you mentioning about an object being destroyed by entity, GaBoTiCo? If so, maybe you can try the death animation after its 0 value of its health. If not, but you're talking about the entity (like characters), I think you may need to use script I guess.
Dragon Duo (W.I.P./Outdated demo (2010 version)) (in progress)
Captain Commando (in progress)
Unelmia: Dreamers' Fate (collaborating with contress/taskmaster) (in progress)

Best OpenBOR mods:Spoiler
1. World Heroes Supreme Justice
2. Golden Axe Myth
3. Art of Fighting: Beats of Rage Remix III
4. A Tale of Vengeance
5. Valdivia Ransom City (demo)
6. Sega Brawlers Megamix
7. Super Fightin Spirit
8. Angel-0

Offline Plombo

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Re: Clueless query
« Reply #4 on: July 07, 2010, 11:38:43 pm »
Sorry, I don't think that this is the right place to ask this question, however, I did not want to star a new threat. I was wondering if  anyone could tell me hot to make an entity destroy itself after playing its idle animation, for those of you who might find this too simple, I apologize in advance.

At the end of the idle animation, add the following:
Code: [Select]
@cmd killentity getlocalvar("self")
frame <any frame in your animation, doesn't matter which one>

That should produce the results you want.

Your question wasn't "too simple"; it was a great question!  Also, there's no need to be afraid of creating new threads. :)

Offline GaBoTiCo

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Re: Clueless query
« Reply #5 on: July 08, 2010, 07:56:20 am »
Well, thanks everyone for your help. What I'm trying to do is spawn an entity, like "flash", but instead of this object being created when you hit the opponent, it will be shown every time the attack animation is playing, but as soon as the attack animation stops playing, I want this entity to be destroid. For example, When a character that has a sword attacks, his weapon will leave an "echo" that will follow the movement of the sword, if this "echo entity" was a transparency , the animation will look better, and perhaps more dynamic, I was able to create this object with the spawnframe and subentity command, but, I wasn,t able to get rid of it at the end of the animation, so a whole bunch of entities would accumulate on the screen, then, I tried adding an "empty.gif" frame at the end of the animation, which a fully transparent object , so that it would seem as if it disappeared, but it didn't, so after playing the attack animation several times, this "echo" was not being spawned anymore, I assume because there is a limit on how many entities can be shown on the screen at the same time (even if they're invisible). Anyway, this ended up being way longer than I thought, I'll try using that command at the end of the idle animation, but right now I gotta go to work, thanks so much, I'll let you know if it works.
« Last Edit: July 08, 2010, 07:58:02 am by GaBoTiCo »
WIP:
Teenage Mutant Ninja Turtles:
A darker version of the characters from the 1987 cartoon.

Watch Video:
http://www.youtube.com/watch?v=sRLtIov69Vc&feature=youtu.be

Download DEMO:
https://rapidshare.com/files/2730641852/TMNT%2010.26.2012.zip

 



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