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Author Topic: Changes since 3682  (Read 665 times)

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Offline utunnels

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Changes since 3682
« on: May 02, 2012, 01:17:52 am »
Frame commands (jumpframe, landframe, tossframe, etc)

Besides the old syntax, you can use them like this:

Code: [Select]
anim freespecial2
delay 5
offset 30 61
frame data/chars/Ken/sp200.gif
move 10
offset 30 81
frame data/chars/Ken/sp201.gif
move 0
delay 5
offset 30 101
Attack 42 7 30 43 18 1 0 0 25
frame data/chars/Ken/sp202.gif
Attack 0
frame data/chars/Ken/sp202.gif

jumpframe    this 4 1
delay 25
offset 26 142
Attack 26 0 24 113 10 1 0 0 20
frame data/chars/Ken/sp203.gif

delay 10
offset 24 139
Attack 1 1 31 98 9 1 0 0 20
frame data/chars/Ken/sp204.gif

offset 25 137
Attack 0
bbox 5 7 29 128
frame data/chars/Ken/sp205.gif

offset 25 134
frame data/chars/Ken/sp206.gif

bbox 13 24 32 103
offset 29 134
frame data/chars/Ken/sp207.gif

frame data/chars/Ken/sp208.gif
delay 50
frame data/chars/Ken/sp209.gif

landframe    this
delay 10
offset 30 110
bbox 12 5 36 109
frame data/chars/Ken/sp210.gif


Default global settings

Usually you don't need to change them, but for those who are making HD mods they can be useful. They are only default values, you can still change related commands in your character txt. For example, jumpheight affects your default jump height, as well as throw height and throw distance. Grabdistance affects your thickness (attack and bbox), etc.

Gravity and dropv are probably needed by many HD mods, no need to explain.

All examples below are using their default values.

models.txt

jumpheight  4
jumpspeed -1 #default to your walk speed
dropv 3  1.2  0
grabdistance 36


levels.txt

gravity -0.1 -6 100 # {gravity} {min aka fall speed} {max aka toss speed}

getplayerproperty/changeplayerproperty

Now you can manipulate most properties even if the entity is absent. For example, in game continue.
« Last Edit: May 02, 2012, 01:22:15 am by utunnels »

Offline Bloodbane

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Re: Changes since 3682
« Reply #1 on: May 02, 2012, 01:26:32 am »
 Thanks utunnels!

 BTW what do you mean this?

Quote
jumpframe    this 4 1

 While I'm here, I'd like to ask about these commands:

2pspawn    
3pspawn    
4pspawn    
2phealth   {int}
3phealth   {int}
4phealth   {int}
2pitem     {name} {bi}
3pitem     {name} {bi}
4pitem     {name} {bi}

 As you can see they are related to multiplayer. Question, do they refers number of player or player number? for instance, 2pitem, does this work if player 2 is available even if other players aren't or it work if there are 2 players doesn't matter which players are they?
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: Changes since 3682
« Reply #2 on: May 02, 2012, 01:35:01 am »
They are related to number of players.

Quote
jumpframe    this 4 1

this means current frame

Offline maxman

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Re: Changes since 3682
« Reply #3 on: May 02, 2012, 01:40:00 am »
Like this?

Quote
jumpframe    Joe 4 1
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 utunnels

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Re: Changes since 3682
« Reply #4 on: May 02, 2012, 01:43:41 am »
No, just use this to avoid frame counting.

Offline Pierwolf

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    • Pierwolf's Magic chamber of abstract theories about relativity of Karma and metempsychosis
Re: Changes since 3682
« Reply #5 on: May 04, 2012, 07:36:19 pm »
so now we can, for example, use jumpframe more than once for anim?
My current project:

Knights & Dragons: The Endless Quest - COMPLETE!

Offline utunnels

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Re: Changes since 3682
« Reply #6 on: May 04, 2012, 08:07:51 pm »
No.

Offline Bloodbane

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Re: Changes since 3682
« Reply #7 on: May 05, 2012, 01:48:36 am »
 uTunnels, remember you once posted about changing paintime via script?
 Is it still working?
 If it is, can it be used to make entities receive more attacks per time than using fastattack?
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: Changes since 3682
« Reply #8 on: May 05, 2012, 08:41:01 am »
Yes and yes. But be ware of multiple hits that cause massive damage.

For some reason I saw there're duplicated "pain_time" properties for both aiflag and entity property. I'm thinking about removing one of them, though it is not urgent to do.
« Last Edit: May 05, 2012, 08:42:54 am by utunnels »

 



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