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Author Topic: River City Ransom Zero  (Read 11708 times)

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Offline Die_In_Fire

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Re: River City Ransom Zero
« Reply #90 on: August 26, 2012, 12:23:46 pm »
Quote
Anyways, you can try this in thrown ball's IDLE:

I added the script, but the only that happens, is that the thrown ball "stomp" the border of the screen for a moment, but continues his course offscreen.

Quote
With setlayer. Something like setlayer 500 might work
Thanks heh, I don't know what I was thinking, I used that command lot of times before!  :dunce: :cheers!:

Offline Bloodbane

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Re: River City Ransom Zero
« Reply #91 on: August 27, 2012, 01:26:31 am »
 Hmmm.... change the script in IDLE with this one then:

Quote
@script
   void self = getlocalvar("self");
   int x = getentityproperty(self, "x");
   int z = getentityproperty(self, "z");
   int Length = openborvariant("levelwidth");

   if (x < 0){
      changeentityproperty(self, "velocity", 0, 0, 0);
   } else if (x > Length){
      changeentityproperty(self, "velocity", 0, 0, 0);
   }

   if (z > openborconstant("PLAYER_MAX_Z")){
      changeentityproperty(self, "velocity", 0, 0, 0);
   } else if (z < openborconstant("PLAYER_MIN_Z")){
       changeentityproperty(self, "velocity", 0, 0, 0);
   }
@end_script

 Don't forget to set animation to loop BTW.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline Die_In_Fire

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Re: River City Ransom Zero
« Reply #92 on: September 04, 2012, 07:13:44 am »
it's on loop 1 but it doesn't work. It's like no using script at all...

Offline Bloodbane

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Re: River City Ransom Zero
« Reply #93 on: September 06, 2012, 12:47:41 am »
 Hmmm... I should've remembered that you are still using default bomb instead of custom bomb. That means there's missing function in script.
 Alright, this is the fixed one:

Code: [Select]
@script
   void self = getlocalvar("self");
   int x = getentityproperty(self, "x");
   int z = getentityproperty(self, "z");
   int Length = openborvariant("levelwidth");

   if (x < 0){
      changeentityproperty(self, "velocity", 0, 0, 0);
      changeentityproperty(self, "speed", 0);
   } else if (x > Length){
      changeentityproperty(self, "velocity", 0, 0, 0);
      changeentityproperty(self, "speed", 0);
   }

   if (z > openborconstant("PLAYER_MAX_Z")){
      changeentityproperty(self, "velocity", 0, 0, 0);
      changeentityproperty(self, "speed", 0);
   } else if (z < openborconstant("PLAYER_MIN_Z")){
      changeentityproperty(self, "velocity", 0, 0, 0);
      changeentityproperty(self, "speed", 0);
   }
@end_script

 HTH
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline Die_In_Fire

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Re: River City Ransom Zero
« Reply #94 on: November 11, 2012, 08:28:54 am »
still not working BloodBane, here's a video showing what happens:
http://www.youtube.com/watch?v=7Pi2Uoks7XA

please note that in ordr to test, I set it to keep spamming balls

Offline Bloodbane

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Re: River City Ransom Zero
« Reply #95 on: November 12, 2012, 04:25:45 am »
 :oops: That's really odd! how come some balls drop down right after being thrown while the other are thrown normally.....

 I think it would be easier for me to have small demo to reproduce the bug myself :).
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline Die_In_Fire

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Re: River City Ransom Zero
« Reply #96 on: November 12, 2012, 07:03:02 am »
:oops: That's really odd! how come some balls drop down right after being thrown while the other are thrown normally.....


ahh the drop down ball is just to not ran out of balls while testing  :blushing:

Quote
I think it would be easier for me to have small demo to reproduce the bug myself

when I get back home I'll send it to you  :cheers!:

edit: after many tries, can't upload :(  I'll try again in the morning!!
PM sent  :cheers!:
« Last Edit: November 12, 2012, 01:03:30 pm by Die_In_Fire »

 



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