05/28/2007; Script Main() -
Any script using the #include line ignores function main()
1. Create script with a main().
2. Test script to ensure proper functionality of main().
3. Add #include reference any other script file (it makes no difference if a function is used from the included file or not).
4. Main() will immediately cease working. No errors are produced, main() is simply not run.
MCW, I want to add these, but you need to provide steps (be specific) to reproduce the bugs.
Please do so and I'll put them in the archive.
DC
1 - I don't use ANIM RESPAWN or SPAWN. My players respawn and fall down from the sky. The enemy that near my fall point use their ANIM UPPER move.
3 - In ANIM SPECIAL, only can throw 1 projectile. If you use the special more than once, the player will turn IDLE and you cannot control until someone hit you. If you use special rapidly during walking, the player ANIM WALK will play forever until someone hit you.
Situation:
-Create player ANIM SPECIAL with knife and throwframe with noremove 1.
-The player only allow to shoot ONE projectile once.
-Player must wait until it fly offscreen then you can shoot the second time.
-If you shoot more than ONE projectile, the player will turn IDLE and you cannot control until someone hit you.
-If you shoot more than ONE projectile during walking, the player ANIM WALK will play forever until someone hit you.
MCW, you are using 'nocost 1' also in models.txt right? AFAIK one projectile limit only available with that setting. Without it, players can shoot projectiles over n over without limit.
12. Grabattack followups could hit other entities at the end of the chain. Previously grabattacks and its followups (if there's any) can't hit others. End of chain means condition where opponent is knocked down (and released from grab).
Test Procedure:
- Make a decent PC with grabattacks. Set for instance grabattack to have follow animation so if it hits, follow animation will play after it. Cascading followups can be used
- For better result, give long attackbox for every attack in the chain
- Play a level with many enemies and/or obstacles
- Grab an enemy then perform that grabattack
- Pay attention to other entities behind grabbed enemy. When grabattack chain reach the last attack, the last hit will hit those entities.
In addition to this, if grabbed enemy is killed before last attack in the chain is reached, the chain will continue if last attack (attack that kills grabbed enemy not the last one in chain) hits other entities.
11 Bikers always fall in left facing.
How to do:
-Create a stage with many bikers.
-Try to knockdown bikers from both sides and see thier fall direction.
6. Enemies who is spawned onscreen will immediately appear instead of falling down.
spawn Arrow
flip 1
coords -100 195
at 0
spawn Arrow
flip 1
coords -200 195
at 0
spawn Arrow
flip 1
coords -300 195
at 0
spawn Arrow
flip 0
coords 400 215
at 0
spawn Arrow
flip 0
coords 510 215
at 0
spawn Arrow
flip 0
coords 600 215
at 0
(Any z coords will do)OK, I am way behind on this.
If you guys wouldn't care, please recheck your bug posts and highlight the ones that are still active and I'l try and get them centraly archived for SX. I normaly check bugs first before I post, but there is no way I can get through all this stuff.
Thanks,
DC
MCW, I went over these and got varying results. I meant for you to recheck, not just copy/paste. Please see below.
1. Is not a bug at all and just a product of the way the engine works. Enemies attack players with upper above them, they are supposed to do that; it just so happens to be a quirky thing that can happen when you drop in. It's not really practical to try and code the AI to distinguish when you are spawning, so just use invinisbility or a spawn animation that has no bbox and be done with it.
2. I haven't tested this, but I'm not sure why you call it a bug. Sounds more like a preference issue to me; but whatever.
3. Can't reproduce this and multiple projectiles are NOT a problem. See here: http://lavalit.com:8080/forum/index.php?topic=378.msg4610#msg4610
6. This I can confirm. Stars don't in fact respond to ANY header command and always come out at a predetermined height and speed. They are useless as is.
7. Confirmed. The landing midair thing actually would be neat if brought under control, but the rest is a severe gameplay affecting issue.
8. Can't be reproduced, but I might be missing something. Can some one else try this one out?
9. Can't be reproduced; I've tried that one over and over. The closest I get is that your charge attack will come out when the combo is over if the last attack is long, and that's hardly a bug.
10. Confirmed. It's rare, but it does happen.
11. Untested.
DC
Everybody, about 1st bug MCW posted in this bug. The real cause of it is player is in jumping state when he/she is respawned. I'm not sure how player always use last frame of jump frames when he/she is falling though.
This cause 2 things, 1st the bug MCW mentioned and 2nd player can perform jumpattacks while being respawned. 'makeinv' solve the 1st one well while the 2nd... well I'll leave it as it is. Maybe it's useful to get rid of enemies standind close to player while respawning.
If this is going to be fixed, that jumping state must be changed to other state where player fall but not in jumping state.
About #3, I haven't got this case anymore since I moved energycost to projectiles text. But the one shot only limitation is deliberate. It's coded so players can't shoot with HP less than required cost while a shot is still flying.
About #9, I know this bug but I can't figure out what actually cause it. Method MCW posted is probably one way to get it but I'm guessing it has nothing to do with CHARGEATTACK cause I found that bug although I never use CHARGEATTACK.
About #11, it's an old bug. You can play original BoR to test it.
If there's newer release, I'll recheck the bugs I've posted. I'm going to check 8th bug from MCW post.
You have say it before, the 'nocost' that limit the player anim special projectile but the first release v2.0691 is work fine. Why can't it be fix like previous?
Does your character have 2 combo hits in anim attack2? I am not very sure.
Because the character that I have try most time the bug happen is the character that use projectile as anim chargeattack.
Ok this one is for DC:
I've tested #8 bug and what MCW said is true except that his explanation misses something. Here's how the test procedure should be:
Situation:
-Create a stage with enemy subtype biker. GIVE '2phealth' to the biker
-Enter the stage with 2 PLAYERS. At least other player should appear before the biker is spawned
-Attack the biker and pay attention to the fallen rider
(This line is removed cause it doesn't matter)
-The fallen rider will rise with his or her default health instead
The last line means, if rider's default HP is 50, his/her HP will be that much regardless of how many HP is given with '2phealth' after he/she rises. In other words, you can't kill the rider by hitting his biker version if 2phealth is set.
OK MCW I'll check that. Before that you need to be consistent with your report. In 3rd page you said, 'Star speed can't be controlled' but in 1st page you said 'Star falls slower'. You are referring to same bug (yes it is a bug) but your statement are different.
Oh yes, regarding that Biker, I think it doesn't matter whether the biker (rider actually) is killed or not. The real problem is how many health rider has after he/she falls from bike.
About #9, I'm out of luck. I can't reproduce this bug :(. Can you please post Rockman's text here? Just ATTACK1,ATTACK2,ATTACK3 and CHARGEATTACK though. I want to see what actually caused this bug from the text. Much easier than DL-ing the whole mod.
Can you post the date of that OpenBoR? just courious. As for reference, it's best to use latest one cause that's the one would be having bug fixes. Also it's possible that there's a bug in that older version which has been fixed in latest version.
OK I'll take a look at the text.
BTW you're right about that bug. It doesn't have any relation to 2phealth at all. I've tried giving big HP to biker and yet the fallen rider rise with his/her own HP. It's still subtracted with taken damage though, so if rider's max HP is less than the damage, he/she will die.
I've tried latest devbuild and the twice fall sound bug is still going on. Also, whenever I'm hit by anim upper attacks I fall fwd instead of backwards my prior direction.
What you mean "how to do"? I Hust have 1 enemy in this test stage and he's having that bug, no matter how many are in the test stage...What I mean is you don't need any setup or circumstances for the bug to appear, it's always there.
What you mean "how to do"? I Hust have 1 enemy in this test stage and he's having that bug, no matter how many are in the test stage...What I mean is you don't need any setup or circumstances for the bug to appear, it's always there.
1. Enemies with subtype arrow can't hurt obstacles anymore. Previously they can.
...
3. Energycost + nocost don't work well with projectiles. If nocost 1 is set and energycost is given on attack animation which shoots projectile, HP won't be depleted even if the projectile hits something.
...
1. Enemies sometimes walk to holes. Previously they never walk to holes. I said 'sometimes' cause it's random. It's hard to tell when they'll do that so this test procedure won't be 100% successful.
Test Procedure:
- Make a level with holes. Any holes (endhole or custom holes) will do
- Spawn enemies near those holes
- Don't attack enemies but let them walk around instead. Some of them might walk to holes
- This may take a while cause it's random
Anyway, I've checked the #9 bug MCW posted and my hunch is correct. The bug is caused by 'move' instead of projectile or CHARGEATTACK. There's 'move 4' rockman's ATTACK3. I think this is what actually happens: While PC is attacking enemy with combo, OpenBoR checks if PC is close enough to grab that enemy or not. When PC moves forward with 'move' which puts enemy within grab range, OpenBoR sets PC in grabbing mode. Unfortunately, the animation where that 'move' comes from is stopped immediately causing PC to be in IDLE while enemy is still in grabbed state.
In my case PC can still do something while in that 'bug', I don't know about MCW's case but I'm sure both are same 'bug'.
Anyway here's test procedure to reproduce that bug:
Test Procedure:
- Make a decent PC with default combo. Any order will do, just make sure all attacks in combo has same range so all attacks could hit enemy
- Give 'grabdistance 50' for the PC. Any grabdistance will do actually but let's use this for easy test
- Give 'move 10' in all attacks in the combo. Set it from the start of animation.
- Play a level then attack an enemy with that combo. For easy test, attack easy enemy who doesn't have any counter abilities (block, counter, escapehits or special). Also the enemy should have enough HP so he/she won't be killed easily by combo
- Try attacking in close range (slightly over grabbing range)
- Pay attention to PC's attacks. Does PC grab the enemy before combo is finished? If he/she does, that's the bug
Also, whenever I'm hit by anim upper attacks I fall fwd instead of backwards my prior direction.
type 1 0 1
The last '1' sets invincibility for heroesForget to post these bugs:
1. Enemies with grab ability (or have grab animation) and have attack3 will switch to attack3 when they grab PC.
Test Procedure:
- Make a decent enemy with at least 'grab' and 'attack3'. Any animations can be used for 'grab' but let's use a long one. Also make 'grab' animation different with 'attack3'. It's recommended to give subtype chase to make test easier.
- Spawn the enemy then let him/her grab PC
- When he/she grabs PC, he/she will immediately switch to 'attack3' even if 'grab' is not finished yet
If enemy has 'grabattack' also, he/she will randomly picks 'attack3' or 'grabattack' after grabbing hero.
So what are the next bugs that need immediate attention?8 - Biker with 2 health. During 2 players mode, the biker will have 2 health, 1 is the bike health and the other is the the rider health. Set the biker health to 1, then you hit the biker, the rider fall down from the bike but no die. The rider default health display while you hit them.
Latest build I've just downloaded this morning (2.0965) has this new bug related to text entities. I used this one for making cutsene and now it spawns just dunno where, when in older releases it used to be spawned properly. I just dunno how to reproduce the bug since it was working well, so now it's broken :/ sorry.
Another bug I've found is when I pick this single knife for throwing it as a weapon now I can throw them like forever, not just one like it used to work. I bet people know how to adjust a txt for throwing just 1 single knife when picking up one, so that's just what I did last time, like 3 months ago? and now it's like this.
type 1 1 1
The middle '1' nows disables ALL specials and freespecials. Previously it only disables specials (SPECIAL and SPECIAL2).type 1 0 1
Set the middle flag to 1 like this:type 1 1 1
- Play the level then try performing SPECIAL and SPECIAL2 (forward+special). Can PC perform any of them? (just a test, they shouldn't be able to)Openbor bug in latest version: Whenever I start a game and then pause - exit it so I can choose and try another char, openbor goes off after the game over screen.I think this one happened to me as well; I was playing MCW's Final Fight alteration and the game crashed after I quit a mode and chose another. The log said it was memory related, though I was able to play both the mode I chose and with the character I chose after restarting. It only happened to me once, though; I was able to quit and select a different mode without issue after the one crash.
As for 'fmap', the way to fix it is tedious and I don't recommend it either but if you're curious, it's simply setting every character's fmap to same value. So if you use 'fmap 1' then ALL characters use 'fmap 1'.
Also , I'd like to point out the other bug you have concerning freezing , as well as one I discovered myself...
1. Entities with nodrop still fall over when they are attacked after being frozen.
2. In your mod , if you perform the freezing grab attack and then walk away , the frozen entity will return to their anim idle whilst still frozen.
You must realise that , as per bug submission rules , a bug needs to be confirmed by multiple sources before it is considered as such. I've lost count of the hours I have spent with SX trying out his bugfixes only to find that in the end it really was down to user error (thats one of the main reasons SX posted those rules). And as I have been using my method for quite a while without problem , I genuinely thought that you were mistaken.
That being said , I do apologise.
colourselect {bi}
~{bi} is a binary value.
~If {bi} is 0, the game is normal.
~If {bi} is 1, you can change your character's pallete on the select screen by pressing up and down to cycle through the remaps.
~If a remap is used for a character's 'fmap', it will not be selectable.
~That's "colour" with a u, not "color". Some countries spell it different ways.
fmap {int}
~{int} is a number from 1 to 14 which tells the game what color to make the entity if it gets frozen by an attack.
~{int} is the number of a remap pallette.
All of these bugs are from OpenBoR version 2.0916 (2 June 2007). These are compilation of old and new bugs that still exists in that version.
1. OpenBoR doesn't receive input while PC is performing an animation anymore. Previously it is possible to input command while PC is performing attack or freespecial to combo it with other freespecial or special.
Test Procedure:
- Play any mods who at least have freespecial or running attack
- Perform combo by hitting it to enemies
- Before attack animation ends, try inputting freespecial or running attack command
- Normally freespecial or running attack would be performed right after attack animation ends (if the command is entered correctly). But in this version, nothing would be played even if the command is correct.
8. Frozen enemies doesn't use their frozen remap. They use PC's setting instead, so if PC frozen remap is 6th remap they will use 6th remap but if PC doesn't have any frozen remap, they won't use any remap at all.
Funny thing about the former case is after frozen state is over, their remap doesn't revert to given one (in level) and use wrong one instead. However their icon is still remapped fine.
Test Procedure1:
- Play Crime Buster Demo and play as Kula
- Freeze any enemies and pay attention to their remap. You can freeze enemies with her freespecial (down,forward, attack) or with her grabfinisher.
- Enemies remap won't change to their frozen remap (that's because PCs don't have any frozen remap set)
Test Procedure2:
- Make a decent PC with freeze attack. Give the PC a frozen remap.
- Play any level with enemies then freeze them
- Let frozen enemies be until they can move again and pay attention to their remap or color.
- Normally frozen enemies revert to their assigned remap after frozen time is over but in this version, they don't
1. On the Eightman mod I'm working on, I used 12 frames for my Running animation. When I would abruptly hit different directions while running my character would disappear but its shadow would remain. The character never reappears and I cannot attack or move properly in this bugged state so I am then forced to reset the game. When I reduce the amount of frames for the Running animation to 4 frames this bug seemed to no longer occur.
time 60
noreset 1
Any value for time will do but let's use this one. Make sure to let timer visibleLooking at lbf's report, hmmm the 2nd bug is very funny. How could a character be grabbed in fallen state?
Wait a second, lbf, please answer questions below:
1. Does your PC have DEATH animation?
2. If he/she has, is there bbox in that animation?
3. If he/she has not, is there bbox in last frame of FALL animation? you don't mention which FALL animation where the bug starts but I'll ask it for all FALL animation.
The other bug seems pretty simple; there should probably be a check when grabbing to see if the victim is still alive. :laughing:
Only the heroes can be frozen, none enemy have fmap for frozen.
Thanks for the clarification lbf! It's important to have details for every bug.Sure thing Bloodbane, I try not to leave out details but there are so many details to keep track of... ^_^ If I leave out any details please call me out on them so that I may clarify the circumstances of the bug being reported. With that being said I've got another bug to report, although it is somewhat minor.
anim idle
delay 5
subentity fosp82
spawnframe 0 1 1 1 0...
anim idle
delay 5
throwframe 0 20...
To lbf: :D I know the trick you're using here and I also know the bug you're having here. Well, I don't know if this should be fixed or not since it's just a fake trick not to mention we have script to replace this.
Anyways, the source of the bug is spawning in 1st frame. I name this bug as '1st frame bug'.
Holes/pits aren't placed correctly (at least not in Crime Buster). I fell through the bridge road (!), which was about half a screen length from the actual pit.
So suffice it to say, the engine has a whole new batch of wonderfull bugs.
Default hole settings must be changed probably. Just a minute, are talking about actual hole or hole sprite?
This level has barrels that roll forward, but when you hit them they fly off in a weird direction.
WHAT, a toad got drown? It must be poisoned water.
Yeah, it doesn't make any sense that they couldn't just swim. Go figure.
The bridge level where I reported the hole/pit problem (which still exists) has riders with the same weird behaviour I've already mentioned.
Swim? are you sure it IS water? or just black hole covered with 'water illusion'
There is a great article somewhere about golden age games that makes fun of how these a**kickers, mercenaries, ninja, etc. instantly die the second they touch a drop of water. It's pretty funny but I can't remember where I saw it.
I don't think I could heal a broken leg by eating a turkey roast.
There is a great article somewhere about golden age games that makes fun of how these a**kickers, mercenaries, ninja, etc. instantly die the second they touch a drop of water. It's pretty funny but I can't remember where I saw it.
I think my favorite examples are Simons Quest, and the crappy SHinobi PS2 remake. In Simon's Quest you could slog through poison quicksand and pass down through the bottom of a lake, but if you took one step into the water itself.. *poof*, you're dead.
maybe some enemy or arrow get stuck.
It is old logic, if the enemy don't have spawn animation ,it will use jump animation to drop(also jump logic, because an hosile entity will use upper to them).
At the end of both Battletoads levels are lasers, it might be relevent.
spawn rat
coords 380 191
at 3140
spawn end
coords 1945 187
at 0
spawn end
coords 1955 192
at 0
Hmmm... that makes a great deal of sense. You might be right about that, because the soldier enemy character has a jump attack he uses. I mostly thought it was strange because I never saw them do it until this engine build.
// 1-10-05 no more enemies dropping in unless they don't have a ANI_SPWN
if(e->model->animation[ANI_SPAWN]) e->think = enemy_spawn;
else{
e->think = enemy_drop;
dodrop = (level && (level->scrolldir==SCROLL_UP || level->scrolldir==SCROLL_DOWN));
if((dodrop && e->x > -30 && e->x < 350) || (props->x > 0 && props->x < 320)){
// PSP Video Update from 240 to vRes1
e->a += vRes1 + randf(40);
if(e->health < 1){
// Funny: drop dead right away
ent_set_anim(e, ANI_FALL, 0);
e->think = enemy_fall;
}
}
}
I've found a bug with gfxshadow. If an entity's frame has an offset with negative values , the gfxshadow is not displayed.
On certain levels, specific enemies will stop what there doing/become invincible; like the Snow Monster pictured here:
Almost forgot- the engine still seems to quit randomly after I defeat a level. Very annoying.
QuoteOn certain levels, specific enemies will stop what there doing/become invincible; like the Snow Monster pictured here:Can you check what exactly they were doing before they stopped?
Hey this thread is supposed to be Bug Archive not Bug Report!
On certain levels, specific enemies will stop what there doing/become invincible; like the Snow Monster pictured here:
(http://images.fotopic.net/yr4woa.jpg)
For some reason theres a repeating laugh (from a Rat creature) that endlessly loops here, and as a result I can't complete/end the level.
I get to the boss and when he starts fighting/jumping the engine kicks me back to Windows.
I use his 'Gun' special move (Attack+Jump) to fire his weapon, but then I'm booted out of the engine.
QuoteQuote from: Fightn Words on Today at 04:04:49 AM
For some reason theres a repeating laugh (from a Rat creature) that endlessly loops here, and as a result I can't complete/end the level.
Hmm... maybe Rat got stuck in a certain animation?
QuoteI get to the boss and when he starts fighting/jumping the engine kicks me back to Windows.
Did it happen when he jumps or when he lands? Cause there's a bug with Mighty where OpenBoR kicks you out when he lands after jumping.
QuoteI use his 'Gun' special move (Attack+Jump) to fire his weapon, but then I'm booted out of the engine.
Are you kicked out when he performs the move or when he's going to shoot?
Somebody has to start new topic for bug reports.
Guess no new thread is required for this.
Anyways, Fight n Words, do you notice these bugs too:
1. In Metal Slug Resistance, heroes throw knives also while shooting when they perform JUMPATTACK. Technically they throw stars. See below.
2. In same mod, killing the 1st level boss doesn't immediately end level. I still have to kill the rest of the army.
3. In Super Tokusatsu Onore demo 2, aside from Pegasus, Faiz also have same bug with his shooting freespecial (Down Down).
Oh I get kicked out too by 1st stage boss in Metal Slug Resistance but he hasn't jumped IIRC.
Oh, I see. In the first level it is OK, but in the second it throw stars.
I don't get that Super blahblah.. demo, so test it later.
I think we should document it, tell the modder to avoid throwframe in jumpattack and use shotframe instead.
I never like this idea, but just keep it there for old mods.
I've hard coded the star/knife section for the legacy features:
If there's throwframe in the animation then,
1. If the animation has custknife or custpshotno specified, then try knife.
2. Else, if the animation has custstar, then try star(no matter if it is jumping, because the modder specify custstar, he should know the result)
3. If the entity is jumping(jumpattack, jumpattack2 etc), then try star.
4. If 3 failed, try knife.
5. Try knife.
6. If 5 failed, try star. (Or we can just shutdown the engine, but be more tolerant is not bad because the result is obvious)
Not sure, some are just hard to reproduct. And some are gone or temporary gone without knowing.
They used to be able to walk into holes, now sometimes they will, sometimes when they walk diagonally there's some calculation inaccuracy and they are out of luck, not a big problem IMO, but should be bad for a boss.
While listing a bug, I'll also mention blend (alpha {int}) settings on models also appear to be ignored. I say "ignored" because the blend function itself is working on things that default as using it (lifebar backfill, shadows, screen panels, etc.).
1. I think you mean running command?
2. There's a new command grabfinish 1 in entity header to let characters finish the grab animation. I didn't default it to 1 because in some mods player has long grab attack animation, you can switch to other grabattack or just release the target while still playing grab animation. So I like enemies and players be same in this logic.
3. I know that, and I don't want to fix it because player can use riseattack immediately too. Or I can give a random number to enemies.
(http://images.fotopic.net/yr7up5.jpg)
...don't end. They go on & on forever.
anim walk
loop 1
offset 540 196
delay 100
seta 1
bbox 756 0 109 96
platform 1 1 1 1 1 1
subentity sold5
spawnframe 1 -109 0 100 0
movea 10
frame data/bgs/roofs/a3.gif
frame data/bgs/roofs/a3.gif
frame data/bgs/roofs/a3.gif
anim walk
loop 1
offset 540 196
delay 100
seta 1
bbox 756 0 109 96
platform 1 1 1 1 1 1
subentity sold5
spawnframe 1 -109 0 100 0
movea 10
frame data/bgs/roofs/a3.gif
frame data/bgs/roofs/a3.gif
frame data/bgs/roofs/a3.gif
1. They can't. Unless you use an regular enemy and give it nomove plus a jumpframe trick.
2. I don't have this problem, however, if you are near a wall, obstacle or border of screen the grab might fail.
So I think it is a typo by bonusjz or some sort of trick attempt that is disabled now.
UT there seems to be something wrong with the background in 8 bit mode with your mod in level one. Have a look at it....[/s]
OpenBoR v2.1613, Compile Date: Feb 22 2008
Weapons Version - WARNING: weapons require more memory
Mod creators are responsible for memory issues
Game Selected: ./Paks/ROTS.pak
Screen allocation............ Done!
Loading video modes..........
********** An Error Occurred **********
* Shutting Down *
Memory Available: 134849498 Bytes
Release level data........... Done!
Release graphics data........ Done!
Release game data............ Done!
Release timer................ Done!
Release input hardware....
OpenBoR v2.1613, Compile Date: Feb 25 2008
Weapons Version - WARNING: weapons require more memory
Mod creators are responsible for memory issues
Game Selected: ./Paks/ROTS.pak
Screen allocation............ Done!
Loading video modes..........
********** An Error Occurred **********
* Shutting Down *
Memory Available: 75453402 Bytes
Release level data........... Done!
Release graphics data........ Done!
Release game data............ Done!
Release timer................ Done!
Release input hardware.......
Super Tokusatsu Onore(Demo 2)- All levels; This is very minor, but worth mentioning. The clock box has some stray pixels that flicker & seem to react to what's going on on-screen.
bug where enemies walk to holes easily is hard to reproduce but it's easy to find in Evil Splatter demo.
Hmm, it is a bit strange that skipselect doesn't use string value for the player names, but index. lol
set T.BIRD_RESCUE
skipselect sketch rash zitz bub
custfade 100
lives 5
credits 5
scene data/scenes/stage1.txt
z 140 220
file data/levels/01.txt
z 135 220
file data/levels/02.txt
z 170 220
file data/levels/03.txt
scene data/scenes/clean.txt
z 135 220
file data/levels/10.txt
scene data/scenes/travel.txt
..............
Open Beats Of Rage Selection Menu- Windows XP; When the engine is loaded there are Paks that are apparently invisible for the last few lines- they can be selected, but I can't see what they are.
I'm going to take a wild guess and say enemies use the same special system as PCs.
Enemies/NPCs just have a bit of extra code added to change their cost to 0 from the normal default of 12 if is not provided for backward compatability. That bit of code probably got removed by mistake in a recent update.
Not sure whether it will affect old mods, just play some and try.
if(e->x < 0) e->direction = 0;
else e->direction = 1;
but i want it to stay on the ground while youre being hit by enemy and disappear after you throw it one time.
Yes, in old engine, it biker will go off-screen first, you can hear biker.wav played when the bike enemy changes direction.
OMG!! I must've missed that feature. Ok I'll take a look, ver2.0691 right?
Oh back to topic, well, weaploss solves the problem I mentioned before except there's another bug. After enemy changes weapon model, his health reverts to weapon model instead of his current health before changing.
Moreover, after changing model, certain animation script doesn't work anymore :(. This script is placed in RISE animation, in the original model it works fine but in weapon model it's simply not working. I don't if the frame is ignored or something. Hmmm... I think I can try something.
Oh I'll DL latest version 1st.
About the health, you can just remove health from your weapon model.
you have to manully duplicate animations that have @cmd or scripts in them, it doesn't copy over to the weapon model.
Or you can use modelflag 1 and a complete new model to prevent complicate.
anim rise
@script
void self = getlocalvar("self");
int Health = getentityproperty(self, "health");
int MaxH = getentityproperty(self, "maxhealth");
if(frame == 6 && Health <= MaxH/2){
changeentityproperty(self, "weapon", 2);
}
@end_script
loop 0
offset 52 102
delay 10
frame data/chars/topan/rise01.gif
frame data/chars/topan/rise02.gif
move 12
offset 64 104
frame data/chars/topan/rise03.gif
move 10
offset 74 104
frame data/chars/topan/rise04.gif
move 0
frame data/chars/topan/rise05.gif
delay 1
frame data/chars/topan/rise05.gif
frame data/chars/topan/rise05.gif
@cmd riseattack 120 30 "ANI_ATTACK2"
frame data/chars/topan/rise05.gif
So when a new model is set, the whole animation script is replaced by the new model's.
About the health, i think you want to use script to get it?
Yes, there's a period(during the model copy) health is reset, but when it is done, everything will be OK, it is only one frame.
a bug which makes enemies walk back while playin walking animation... forward , can this thing be fixed,looks weird ?
sometimes enemies are goin backward and playing animation forward not reversed.
Maybe you can open a topic to have your script and txt attached, and let's see how to deal with it.
i mean when i defeat them then stage dont fade out.I have to restart.
it's still the same, enemy's HP is refilled after changing weapon model
type {type} {special} {inv}
Optional.
{type} is a binary value which determines if the stage is a normal stage (0) or a bonus stage (1).
Bonus stages end when all obstacles are destroyed, when there are no more items or when time runs out. Players won't lose a life if time runs out.
{special} is also a binary value. 0 means nothing, but if set to 1 then players will be unable to use their SPECIAL, SPECIAL2 and SPECIAL3/JUMPSPECIAL in this stage.
{inv} controls invincibility. 0 means players can be hurt by enemies. 1 means players can't be hurt by enemies (effects like knockdown or freeze still work though). It only prevents enemies from depleting players health though. Players can still lose health from 'energycost' even if this is set to 1.
but I've found an issue with that too. Setting {special} to 1 will also disable freespecials.
Now , I'm going to be a little cheeky here and ask that instead of just fixing it , maybe create a new flag as well? So that setting it to 1 will be as the manual but setting it to 2 will be as my bug.
I dont remember this kind of situations when i played FF3.
smartbomb hits all characters even your partners (second player) even if gameplay is fire friendly .It suppose to be like that ? My smartbomb hiting other players but i cant hit them cause i disabled this.
Also about this grab thing , it happens when i just keep my enemy ,npc can come closer and hit him/steal him from me , i never saw this before in beatem ups so im confused is it suppose to be like that.
a) stops blocking (he use anim for "block" but any incoming attack hit...
A temporary workaround is to make the alternate model "player" type and then use custom select screens to hide it from the player.
2. already reported (but for remembering this very important thing) "movea"
don't work when entity is moved down ( in some circumstances its really
handy to move entity by pixels)
3. If you use special (air super) with energycost (dragged for example from mp) and when
you perform it and press again special - mp will be taken once more without breaking already played animation (so if you press button few times in that animation you can run out from all your mp)
4. Still not corrected game over screen bug
6. bombs when hit the target disappear (even with "remove" set to 0) not
finishing their animation to the end
3. If you use special (air super) with energycost (dragged for example from mp) and when
you perform it and press again special - mp will be taken once more without breaking already played animation (so if you press button few times in that animation you can run out from all your mp)
Are you using nocost or not?
4. Still not corrected game over screen bug
Well, your gameover screen is less than 9 seconds right?
6. bombs when hit the target disappear (even with "remove" set to 0) not
finishing their animation to the end
Strange, my bombs play fine. And I don't think there would be difference between using script and tossframe.
I have try with 20 second and its not go automatically to high score screen
if you don't use time on level (settime 0) mod will wait endlessly waiting for player to hit start/continue after losing last life
More precisely its dynamite so its not hit players with attack2 animation (its bounce nicely few times on ground then explode) . Sooner that was working nicely (with remove 0) but now its try to use attack1 animation if hits the entity breaking all effect
If I don't get it wrong, are you saying dynamite continues playing IDLE even if it has touched the ground? regardless of bouncing.
if you don't use time on level (settime 0) mod will wait endlessly waiting for player to hit start/continue after losing last life
spawn pizza
2pspawn 1
flip 1
coords 250 170
at 0
but somehow my hitflashes appear on the stage ,one frame from my hit flash anim.So what happened ?
I tested it with version 1933 and i dont have any problems with it at all but new version crashed even with wolverine when i pressed down down attack and he doesnt have any freespecials with such commands.
I'm going to remake this effect since we have alpha feature now but at least I post this bug.
Oh yes, my and my sister discovered bug where starting a game together will make credits setting to 'noshare' EVEN if the game mode is not set like that. I'm going to confirm this bug.
quakeframe {frame} {loops} {intensity}
~Used to make screen shakes with certain intensity.
~{frame} determines at which frame the quake/shake starts.
~{loops} determines how many quake this animation will make after quake starts. Bear in mind that if the animation ends, there won't be another quake. And you have to provide a frame for each quake.
~{intensity} determines how strong the quake would be. Technically it is how far the panel would go down in pixels.
~Negative value works for this and the quake will be new style extreme quake.
I have problems with quakeframe in these latest devbuilds (check the post date in future reads in order to see what ver. I've just got).
*Everytime I set a long anim (say, 15 or more frames) with quakeframe, 1st time I try it it goes ok, but the 2nd time it doesnt.
*More about quakeframe: Can quakeframes be used on a per frame basis? The manual says:Quotequakeframe {frame} {loops} {intensity}
~Used to make screen shakes with certain intensity.
~{frame} determines at which frame the quake/shake starts.
~{loops} determines how many quake this animation will make after quake starts. Bear in mind that if the animation ends, there won't be another quake. And you have to provide a frame for each quake.
~{intensity} determines how strong the quake would be. Technically it is how far the panel would go down in pixels.
~Negative value works for this and the quake will be new style extreme quake.
How exactly works? I mean, it says I need to provide a frame for each quake...sth like this?
quakeframe 2 3 1
quakeframe 6 3 1
quakeframe 10 3 1
quakeframe 14 3 1
Or more like this?
quakeframe 2 6 10 14 3 1
Or this?
quakeframe 2 50 1
So it lasts for the rest of the anim and that's the only way for doing a similar effect?
Please don't mention script for solutions, I'm just asking for this specific feature...And don't forget about the 1 time quakeframe working and then nothing, too :cheers!:
OpenBoR v3.0 Build 2695, Compile Date: Feb 17 2010
Game Selected: ./Paks/Infection.spk
Initialize Video.............. 480x272 (Mode: 1, Depth: 16 Bit)
Loading menu.txt............. Done!
Loading fonts................ Done!
Timer init................... Done!
Initialize Sound..............
Failed to load: data/sounds/block.wav
Loading sprites.............. Done!
Loading level order..........
********** An Error Occurred **********
* Shutting Down *
Total Ram: 894390272 Bytes
Free Ram: 887226368 Bytes
Used Ram: 7163904 Bytes
Release level data........... Done!
Release graphics data........ Done!
Release game data............
Release game data............ Done!
Release timer................ Done!
Release input hardware....... Done!
Release sound system......... Done!
**************** Done *****************
Command ']i\UfU\c????cUd<UfU\c??\YfUc!' not understood in level order!
2. For some reason, entity loses x velocity after reaching apex from being tossed with script. I don't understand why.
3. Now, shooting in Contra mod is broken. What I do is spawning type none entities with attackbox and set their velocity with script. The result is it can move up or down but can't move left or right at all.
Yeah, I see.
That is because the engine tries to set frozen map while the enemy doesn't have the corresponding remap.
I'll look into it.
-----------
BTW, are you using fmap for the enemy?
Post a entity txt, let me see how do you set it up.
---------------------
Edit*
Nevermind.
If you are not using fmap you'd better set it to -1, otherwise it changes to default color table when frozen.
void main()
{// Blink effect script
void self = getlocalvar("self"); //Get calling entity.
int Health = getentityproperty(self,"health");
if (Health > 0){
changeentityproperty(self, "colourmap", 1);
changeentityproperty(self, "maptime", 20 + openborvariant("elapsed_time"));
}
}
Yeah, that should do the trick.
name Chimera
health 700
speed 10
type enemy
gfxshadow 1
blockodds 1
thold 49
turndelay 12
death 2
nodieblink 2
nolife 1
aggression 50
antigravity 100
defense normal9 0 2000
hostile player npc
candamage player npc
animationscript data/scripts/boss.c
lifebarstatus 240 5 0 1 0 -300 -300 -300 -300
lifeposition 56 198
nameposition 89 213
iconposition -63 185
load FlameT
icon data/chars/chimera/Bicon.gif
icondie data/chars/chimera/Bicond.gif
diesound data/chars/chimera/sounds/die.wav
fmap 1
remap data/chars/chimera/idle03.gif data/chars/chimera/freeze.gif
remap data/chars/chimera/idle00.gif data/chars/chimera/alter01.gif
name Manticore
health 400
speed 10
type enemy
gfxshadow 1
blockodds 1
thold 49
turndelay 12
death 2
nodieblink 1
nolife 1
aggression 25
defense normal9 0 2000
hostile player npc
candamage player npc
animationscript data/scripts/boss.c
lifebarstatus 240 5 0 1 0 -300 -300 -300 -300
lifeposition 56 198
nameposition 89 213
iconposition -63 185
load thorn
icon data/chars/mantico/Bicon.gif
icondie data/chars/mantico/Bicond.gif
diesound data/chars/mantico/sounds/die.wav
fmap 1
remap data/chars/mantico/idle00.gif data/chars/mantico/freeze.gif
remap data/chars/mantico/idle00.gif data/chars/mantico/alter01.gif