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Author Topic: Removing limits  (Read 150 times)

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Offline utunnels

  • Developer
  • Hero Member
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  • Posts: 2713
Removing limits
« on: November 30, 2012, 10:53:42 pm »
You should be abled to use unlimited spawns, layers, walls and holes in next release (3740 perhaps, if it's compiled successfully on x64 system, which I'm unsure now).

These properties (include maps, textobjs and filestreams) are now using dynamic size (zero if you don't use).

Walls and holes are accessable via script, for example,

Code: [Select]
float value = getlevelproperty("wall", index, whichvalue);
Code: [Select]
float value = getlevelproperty("hole", index, whichvalue);
Code: [Select]
changelevelproperty("wall", index, x, y, topleft, bottomleft, topright, bottomright, depth, height);

//or

changelevelproperty("wall", index, whichvalue, value);

Code: [Select]
changelevelproperty("hole", index, x, y, topleft, bottomleft, topright, bottomright, depth);

//or

changelevelproperty("hole", index, whichvalue, value);


Offline Liu-Kang

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  • Posts: 149
Re: Removing limits
« Reply #1 on: November 30, 2012, 11:36:44 pm »
 :wow!: Holy snap! Are you serious? I haven't even gotten close to reaching the limits!

Offline BeasTie

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  • Posts: 760
Re: Removing limits
« Reply #2 on: November 30, 2012, 11:47:48 pm »
Now we don't have to worry about hitting limits thou. :)

@UT - :cheers!:

Offline Bloodbane

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  • Dark Dragon
Re: Removing limits
« Reply #3 on: December 01, 2012, 12:24:37 am »
 great work utunnels!

 unlimited walls and holes would be useful for map-like levels.

 For spawns, so there's no limit on how many active entities right?
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

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

Offline MatMan

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Re: Removing limits
« Reply #4 on: December 01, 2012, 01:00:32 am »
Big thanx for that.

 



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