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November 22, 2017, 11:49:45 AM

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Skipselect issue

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Offline NeneBuano

  • Jr. Member
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  • 18
Skipselect issue
« on: September 10, 2017, 08:55:30 PM »
Hello my friends!
I having quite a hard time setting the skipselect in my mod...
I want stage one to be a "live" intro where you use Carlos (called Carloss in models TXT) on a bike, and i stage 2 you can use normal walking carlos (just carlos in models TXT)...
BUT, it doesnt work... only get bike carlos (carloss) in all stages... what am i doing wrong?

this is what i have...
Code: [Select]
skipselect   carloss
file data/levels/1intro.txt
skipselect   carlos
file data/levels/1desierto.txt
file data/levels/1bar.txt
file data/levels/1highway.txt
skipselect   carloss
file data/levels/1highway.txt


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Offline nsw25

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    • Thatcher Productions
Re: Skipselect issue
« Reply #1 on: September 10, 2017, 11:19:20 PM »
why not have bike carlos defined as a weapon for normal carlos ? and in level text you add ''setweap'' and define the number (check manual for more info)
« Last Edit: September 10, 2017, 11:31:56 PM by nsw25 »
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Offline msmalik681

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Re: Skipselect issue
« Reply #2 on: September 11, 2017, 02:12:11 AM »
I think skip select only works at the start of levels.txt so any others are ignored.

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Offline maxman

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Re: Skipselect issue
« Reply #3 on: September 11, 2017, 03:30:21 AM »
Put weapons in the player txt and declare that bike Carlos (carloss) as first while the last is the original player. For bike Carlos, set it as type none. In levels.txt, you don't have to go with multiple skipselect. Just one skipselect. In one level txt where you want to put a player riding only a bike, use setweap 1 since you declared that bike as first. As msmalik681 said, a player declared with skipselect will ignore the rest of the player characters from selecting especially after a player loses lives and restarts.

Example:

Player txt:

Code: [Select]
name ryo # <-------- PLAYER
type player
health 100
mp 100
mprate          1
chargerate      4
speed 9
running 25 3 3 1 0
jumpheight 4
noquake 1
nodieblink 2
makeinv 3
riseinv 2
gfxshadow 1
holdblock 1
dust            dust
candamage enemy obstacle
weapons Ryobike Ryo # < --------- WEAPONS {weapon1} {weapon2} {weapon3} ...... {original}
diesound        data/sounds/ryode.wav
combostyle      1
atchain         1 1 2 3 4 0 5 6 7
icon data/chars/1ryo/icon.gif
parrow          data/chars/0misc1/player1.gif  -36 -145
parrow2         data/chars/0misc1/player2.gif  -36 -145
parrow3         data/chars/0misc1/player3.gif  -36 -145

Player weapon txt:

Code: [Select]
name Ryobike # < ------ PLAYER WEAPON
type none # < --------- USE TYPE NONE
health 100
mp 100
speedf 1
running 5 0 0 0 0
jumpheight 0
noquake 1
falldie 1
nodieblink 2
makeinv 3
gfxshadow 1
nodrop 1
facing 1
grabforce       1
candamage enemy obstacle
diesound        data/sounds/ryode.wav
atchain         1 0 0 0
icon data/chars/1ryo/icon.gif
parrow          data/chars/0misc1/player1.gif  -45 -130
parrow2         data/chars/0misc1/player2.gif  -45 -130
parrow3         data/chars/0misc1/player3.gif  -45 -130

levels.txt:

Code: [Select]
set    Story_Mode
lives      5
credits    6
custfade   90
nosame     1
noshare    1
maxplayers 2
typemp     1
skipselect ryo robert # < ------ SKIPSELECT {NAME} {NAME} {NAME} {NAME}
z          140 265 210
file       data/levels/begin01.txt # < ------ IN BIKE/CAR STAGE
z          192 265 210
file       data/levels/s11.txt # < ------ NORMAL W/OUT USING SETWEAP
z          190 265 210
file       data/levels/s12.txt
scene      data/scenes/story1/afterst1.txt
next
z          175 265 210
file       data/levels/s21.txt
scene      data/scenes/story1/afterst2.txt
z          175 265 210
file       data/levels/s22.txt
scene      data/scenes/story1/afters2a.txt
z          140 265 210
file       data/levels/s23.txt # < ------ IN BIKE/CAR STAGE

In level txt:

Code: [Select]
music           data/music/STG23.bor
bossmusic data/music/BOSS1.bor
background data/bgs/s23/total2.gif
panel data/bgs/s23/n01.gif
direction       right
light  10   -30
at        0
settime         0
notime          1
noslow          1
order a
spawn1  105 20
spawn2  105 93
setweap 1 # < ------ 1st weapon since that the first weapon (RyoBike) is declared in player txt
bgspeed 50 0
« Last Edit: September 12, 2017, 12:21:11 AM by maxman »
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Offline NeneBuano

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  • 18
Re: Skipselect issue
« Reply #4 on: September 11, 2017, 01:05:14 PM »
Maxman!!! how are yuo doing bro!
Nice to see you are still active in the comunity!
Yeah thats exactly what im going to do! it was my original idea to put him as a weapon but i didnt know how to do it! thank for explaining me!

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Offline GaBoTiCo

  • Sr. Member
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  • 373
  • OpenBOR Rookie
Re: Skipselect issue
« Reply #5 on: September 12, 2017, 06:02:38 AM »
I was kind of having the same issue. It seems skipselect works only at the beginning of levels. txt if you wanna make only one playable character available, however, you can use skipselect more than once if you use your own custom select screen. I had to do that with my TMNT MOD. There is a level where I only wanted Cay Jones to be playable but because it wasn't the first level I had to make a custom select screen where you could only choose Casey but, I kind of made this select screen look like a cutscene...
W.I.P:

TMNT 8-bit: An 8-bit style game based "mostly" on TMNT2 for NES with "slightly" better graphics.

Download DEMO:
https://www.dropbox.com/s/o0q3ibi68mgfea4/TMNT%208-Bit%20R%20%26%20E%20%2809-16-2017%20demo%29%20%28OpenBOR%204086%29.zip?dl=0

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Offline NeneBuano

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  • 18
Re: Skipselect issue
« Reply #6 on: September 15, 2017, 06:49:04 PM »
mmmhhh... thats interesting to! guess i could do that also... y plan is to make a 1 player mod, every stage you use a different character, so that could come handy

 

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