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Author Topic: Going to update manual!  (Read 899 times)

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Offline Bloodbane

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Going to update manual!
« on: February 19, 2012, 01:09:57 am »
 I'm going to update the manual (after so long) but I need to ask couple things 1st:

1. I don't quite understand how this grabflip works. Can anyone explain in detail?

2. Can aimove be declared more than once?

3. Just confirming about combodelay 100, 100 means 100 centiseconds right?

4. Another thing to confirm, does remap command work in 16/32 bit colourdepth now? I remember that in old builds, it doesn't.

5. Does weapon model use RESPAWN animation? I asked in case this is bug cause my weapon models don't play RESPAWN animation at all

 Outside of those, if anybody has suggestion or correction to the manual, you can post it here also.
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline becker

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Re: Going to update manual!
« Reply #1 on: February 23, 2012, 06:08:35 am »
I remember a couple things got added that probably were not added to the manual.
A mode7 effect was added for bglayer. There might be more changes to background layers than just this.
Some kind of RBG three channel input was added for movies. I dont know anything about it. It might be to get more color possibilities.
Combostyle 2 was mentioned recently.

Offline BeasTie

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Re: Going to update manual!
« Reply #2 on: February 23, 2012, 08:45:13 am »
My suggestion would be that some commands could use adding what number ranges they have, some are not so obvious what the numbers can be, eg.  whether the value can be a number 0-9 etc., or can be decimal range and the max range (lowest/highest values).

Offline magggas

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Re: Going to update manual!
« Reply #3 on: February 23, 2012, 08:55:43 am »
About question 5:
In my MKOA my weapons have respawn animation like this:
Spoiler
Quote
name    Sword2
health   0
type     item
shadow  0
gfxshadow  1
counter  999
shootnum  1
subtype  weapon
weapnum  2
nolife   1

anim idle
   loop   0
   offset 100 62
   bbox   65 55 70 10
   frame  data/chars/misc/Sword2.gif

anim spawn
      loop   0
      delay   320
      offset 2 2
   frame  data/chars/misc/empty.gif

anim respawn
      loop   0
      delay   5
   offset 72 112
   bbox   65 55 70 10
   frame  data/chars/misc/sab3.gif
      offset 72 107
      frame  data/chars/misc/sab3.gif
      offset 72 102
      sound   data/sounds/drop.wav
      frame  data/chars/misc/sab3.gif





And it works fine with OpenBOR Build 3073 which i have last tested.

Offline utunnels

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Re: Going to update manual!
« Reply #4 on: February 24, 2012, 08:10:17 am »
1. I don't quite understand how this grabflip works. Can anyone explain in detail?

Grabflip must be put in model header who will perform the grappling, it defaults to 3, which means the grabber and the victim will face each other.
Other possible values:
0 - Nothing, they just get stuck to each other.
1 - grabber will try to face the victim, in another word, the victim doesn't change his direction.
2 - the victim will face the grabber. I think it is rarely used, unless you want to create a magnet or something, but maybe you will try 0 instead in this case.

Quote
2. Can aimove be declared more than once?
Yes, but that doesn't mean all combinations work properly. For example, avoidx and chasey make a shooter type AI, but wander and chase look more like chase.

Quote
3. Just confirming about combodelay 100, 100 means 100 centiseconds right?
Maybe it should. But I made it 1/2 second(in another word, 200=1 second).

Quote
4. Another thing to confirm, does remap command work in 16/32 bit colourdepth now? I remember that in old builds, it doesn't.
It should. At least in those mod I've played, it works.

Quote
5. Does weapon model use RESPAWN animation? I asked in case this is bug cause my weapon models don't play RESPAWN animation at all
For players, yes, for others, no.
But that also depends on how you change the weapon. For example, if you pick it up, then get animation is played instead.
« Last Edit: February 24, 2012, 08:12:23 am by utunnels »

Offline Bloodbane

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Re: Going to update manual!
« Reply #5 on: February 24, 2012, 10:03:31 pm »
 Thanks!

Quote
A mode7 effect was added for bglayer. There might be more changes to background layers than just this.
Some kind of RBG three channel input was added for movies. I dont know anything about it. It might be to get more color possibilities.

 They all in plan. And you're right about bglayer update, now xrepeat and zrepeat really controls how many times bglayer is repeated. For infinite repeats, set -1.

Quote
My suggestion would be that some commands could use adding what number ranges they have, some are not so obvious what the numbers can be, eg.  whether the value can be a number 0-9 etc., or can be decimal range and the max range (lowest/highest values).

 Some have {bi} which means it only takes 2 inputs i.e 0 or 1 but most accept integer and floating inputs. Unfortunately, I don't know the limit of every command aside of ones specially mentioned.
 That reminds me when setting antigrab 200, the enemy can be grabbed but after lowering it, the enemy can't be grabbed as expected.
« Last Edit: February 26, 2012, 10:04:47 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 Ikonz101

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Re: Going to update manual!
« Reply #6 on: March 14, 2012, 09:49:42 pm »
How is the update coming Bloodbane? Best of luck on the update and hopefully we will see it soon.

Take Care
Ikonz101

Offline Bloodbane

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Re: Going to update manual!
« Reply #7 on: March 14, 2012, 11:55:35 pm »
 I have updated it couple days ago actually but I forgot to report it here :blushing:.
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: Going to update manual!
« Reply #8 on: April 18, 2012, 12:57:03 am »
Since 3666 (or 3667 since no download for 3666 is available)

Entity header:

aiattack {type}

Available strings for {type}:
normal - default
always - like old version, the entity doesn't wander away as long as the target is in range
noattack - don't attack at all, even if you give it attack animations

Script example:

int a = getentityproperty(ent, "aiattack");
changeentityproperty(ent, "aiattack", openborconstant("AIATTACK1_NOATTACK"));
changeentityproperty(ent, "aiattack", a);

Offline zamuel

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Re: Going to update manual!
« Reply #9 on: May 12, 2012, 09:54:08 pm »
Many thanks, to both the manual update and the aiattack function.  The change to the AI a while back was driving me crazy since enemies became noticeably more passive.  Out of curiosity, were any of the manual updates added to the wiki?
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

 



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