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Author Topic: OpenBoR Manual Updates  (Read 31457 times)

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Offline SX

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Re: OpenBoR Manual Updates
« Reply #15 on: August 24, 2007, 09:35:04 am »
There is a bug in the manual.


Basically death and falldie are the same.  death == falldie.


Old
Code: [Select]
falldie {bi}
~If set to 0, the enemy uses the DEATH animation as soon as they die.
~If set to 1, when killed, the enemy plays the FALL animation until they stop moving, then play the DEATH animation.

death {value}
~Determines how DEATH animation will be played when the character dies.
~value = 0 -> fall, blink on ground then disappear without playing DEATH at all (default).
~value = 1 -> No FALL animation, DEATH animation will be played right after final blow
~value = 2 -> Fall first then play DEATH animation. This only applies to enemies.
~MAKE SURE that the character have DEATH animation when using this!
~This command is outdated. Use 'falldie' instead.

Updated
Code: [Select]
falldie {value}
~Determines how DEATH animation will be played when the character dies.
~value = 0 -> fall, blink on ground then disappear without playing DEATH at all (default).
~value = 1 -> No FALL animation, DEATH animation will be played right after final blow
~value = 2 -> Fall first then play DEATH animation. This only applies to enemies.
~MAKE SURE that the character have DEATH animation when using this!
~This command is also know as 'death'.

Offline SX

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Re: OpenBoR Manual Updates
« Reply #16 on: August 24, 2007, 09:37:06 am »
But just so you know the old falldie never worked properly and that is why it was re-written.

Offline Bloodbane

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Re: OpenBoR Manual Updates
« Reply #17 on: August 26, 2007, 01:07:54 pm »
 Ah thanks for the fix. I was quite confused about 'falldie' and 'death' before. Oh yes, I have more updates for this.

 BTW does 'hitenemy' work? or it's outdated by 'candamage'?
« Last Edit: August 26, 2007, 02:11:28 pm by Bloodbane »
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline Bloodbane

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Re: OpenBoR Manual Updates
« Reply #18 on: October 30, 2007, 03:53:59 am »
 OK some more update for the manual!

 Apparently JUMPSPECIAL is not added here so now it's added complete with its properties.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline Orochi_X

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Re: OpenBoR Manual Updates
« Reply #19 on: November 20, 2007, 08:16:45 pm »
Fixed the definition for fmap. For reference , here is the correct definition...

Quote
fmap {int}
->~{int} is a number from 1 to 14 which tells the game which remap to set the opponent to if this entity's freeze attack connects.
->~All entities MUST use the same fmap number.
->~Projectiles with a freeze attack must also have a fmap setting.


* Orochi_X says : " Sore ga doushita? " :looney:

Offline Bloodbane

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Re: OpenBoR Manual Updates
« Reply #20 on: November 22, 2007, 01:01:44 pm »
 Orochi! You ruined fmap definition which was set 2 years ago. When 'freeze' is implemented, every character can have his/her own fmap. Now because of fmap BUG, it works like you posted above.
 I've figured out the real cause of this bug. It's because frozen enemies use attacker's or freezer's 'fmap' instead of theirs.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline Orochi_X

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Re: OpenBoR Manual Updates
« Reply #21 on: November 22, 2007, 05:38:41 pm »
It's supposed to use an attackers fmap setting! This is the death/falldie "bug" all over agin. Just because it doesn't work the way you think it should , doesn't mean it's a bug.

It's funny that , considering you know so much about fmap , that you didn't even set it in your freeze projectile attack! That freespecial now performs correctly AND sets the fmap in the copy I fixed for you......Because I set it in the attackers (I.E. the projectile's header)

The manual isn't ruined. It is easily editable....

I will say , however , that the implementation of fmap is poor and could , hopefully be enhanced to give everyone what once was a common request.....

EDIT: While I'm here , I'll add this. Fixed the entry for makeinv. (hope you don't mind , bb!) As makeinv can also be set within item entities to create an "invinsibilty item" , like a star in Mario for example.
« Last Edit: November 22, 2007, 06:20:26 pm by Orochi_X »


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Offline Orochi_X

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Re: OpenBoR Manual Updates
« Reply #22 on: November 27, 2007, 02:46:05 pm »
I've started to put the OpenBoR manual within the FAQ thread. Can I ask that if anyone makes any changes to the manual hosted on DCS to post up a quote of the changes. It will help us keep on top of things here.

Thanks.  ;)


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Offline Bloodbane

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Re: OpenBoR Manual Updates
« Reply #23 on: November 28, 2007, 10:33:34 am »
 I would like to apologize for being furious before. I thought you're posting bug compensation in the manual which I disagree but apparently you're posting somethingelse. Well, that's over.

 Anyway, I'm updating the manual now. Details are:
1. Fixing 'fmap'. Apparently I should update this as well even if you didn't edit it.
2. Added more info on 'spawn1'.
3. Added 'grabwalk' and 'grabturn'.
4. Added GRABWALK animations and its family.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline Orochi_X

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Re: OpenBoR Manual Updates
« Reply #24 on: November 28, 2007, 05:41:54 pm »
I actually put the definition for fmap back to as it was until we were 100% sure on what to do with it...


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Offline zamuel

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Re: OpenBoR Manual Updates
« Reply #25 on: November 28, 2007, 10:37:46 pm »
I actually put the definition for fmap back to as it was until we were 100% sure on what to do with it...

What is the thought process behind how it should and shouldn't be changed?  In the Bug Archive thread I posted what I had found in the old manual concerning fmap and it worked for me in that way until after one of the more major changes made to the engine that removed backwards compatibility.  Though most things got fixed, alot of smaller, quieter things got broken like fmap and the ability to use movea to cut off running animations in order to make dashes.
FOLH Progress
Primary game: Done!
Extra mode: Done!

Street Team: Reign of the Iron Dragon - http://lavalit.com:8080/index.php/topic,6240.0.html

Offline Bloodbane

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Re: OpenBoR Manual Updates
« Reply #26 on: December 21, 2007, 12:38:58 pm »
 Alright another update:

-Updated 'nodieblink'
-Added 'load', 'lifespan', 'knockdowncount', and 'nopassiveblock' in Entity header
-Fixed RUNJUMP
-Added 'dropframe', 'fshadow' and 'shadowcoords' in animation data
-Updated 'attack {#}
-Added 'palette' and 'setpalette' in level designs
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline utunnels

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Re: OpenBoR Manual Updates
« Reply #27 on: December 22, 2007, 07:58:50 am »
Quote
risetime {value}

~This is for altering risetime (wait time for character while lying down after falling before rising).
~Positive value reduces risetime making the character rises earlier.
~Negative value increase risetime making the character rises more late.


Anyone like this name? It feels like "Positive values make the character rises more late".

But how long?


Code: [Select]
self->stalltime = time + GAME_SPEED - self->model->risetime;
GAME_SPEED is usually 200, so any value geater than 200 will has same effect with 200.

This logic is similar to aggression, if you use a large aggression number, the character will keep changing his direction and animation(walk/run/walk/run, for example), looks funny.


Offline Bloodbane

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Re: OpenBoR Manual Updates
« Reply #28 on: December 24, 2007, 02:49:56 am »
Anyone like this name? It feels like "Positive values make the character rises more late".

But how long?

Come to think of it, the feature name is quite odd. Risetime should set how long character lie on the ground instead.
How long? I wish I knew :(. It's unknown that's why I use delay trick in fall animation to make characters lie on the ground longer with certain time. Seems like current OpenBoR doesn't support this trick anymore.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline Bloodbane

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Re: OpenBoR Manual Updates
« Reply #29 on: January 01, 2008, 10:42:16 am »
 No update yet, just attaching a quicksheet for OpenBoR features. See below.

Attachment timed out.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

 



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