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January 20, 2017, 12:49:50 AM

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1
Complete / Re: Slim - Dungeons & Dragons - Rise of Warduke 2015
« Last post by Adam hunter on January 19, 2017, 11:46:37 PM »
For some reason, I couldn't see the captions when I interact with certain town's people in the game.
Is there any way to fix this?
2
In Progress / Re: Tekken: The Devils Rage
« Last post by Bloodbane on January 19, 2017, 11:08:56 PM »
 Great! Makes me want to try :D

 BTW about returning to world map, you really should store returning coordinates in global variables upon touching a location. Then use these coordinates to put players near last location when returning to world map
 In Map demo, I don't use menu to return to world map, but there is system to put players near last location when returning to world map
3
Help & Resources / Re: Fixing Air grab check script?
« Last post by Bloodbane on January 19, 2017, 10:42:25 PM »
 What did the log say?

 BTW you need to remove the other parameters so it become this:

Code: [Select]
void grabair(void Ani1)
{ // Hero's airgrab checker
...
4
General / Re: question about custbomb
« Last post by Bloodbane on January 19, 2017, 10:25:41 PM »
 Hi Burnking, long time no see :)

 For spawning entity with same palette as spawner, I usually use this spawnM function:

Code: [Select]
void spawnM(void Name, float dx, float dy, float dz)
{ // Spawn certain entity and matches its map with own's map
   void self = getlocalvar("self");
   int map = getentityproperty(self,"map");
   void Spawn;

   Spawn = spawn01(Name, dx, dy, dz);
   changeentityproperty(Spawn, "map", map);
}

void spawn01(void vName, float fX, float fY, float fZ)
{
//spawn01 (Generic spawner)
//Damon Vaughn Caskey
//07/06/2007
//
//Spawns entity next to caller.
//
//vName: Model name of entity to be spawned in.
//fX: X location adjustment.
//fY: Y location adjustment.
      //fZ: Z location adjustment.

void self = getlocalvar("self"); //Get calling entity.
void vSpawn; //Spawn object.
int  iDirection = getentityproperty(self, "direction");

clearspawnentry(); //Clear current spawn entry.
      setspawnentry("name", vName); //Acquire spawn entity by name.

if (iDirection == 0){ //Is entity facing left?                 
          fX = -fX; //Reverse X direction to match facing.
}

      fX = fX + getentityproperty(self, "x"); //Get X location and add adjustment.
      fY = fY + getentityproperty(self, "a"); //Get Y location and add adjustment.
      fZ = fZ + getentityproperty(self, "z"); //Get Z location and add adjustment.

vSpawn = spawn(); //Spawn in entity.

changeentityproperty(vSpawn, "position", fX, fZ, fY); //Set spawn location.
changeentityproperty(vSpawn, "direction", iDirection); //Set direction.
   
return vSpawn; //Return spawn.
}

 However, your tossed head shouldn't be set like a bomb IOW just set it like regular entity like this:
Quote
name      Durian
type      none
gfxshadow   1
no_adjust_base   0
subject_to_hole 1
subject_to_wall 1
bounce      1
candamage   enemy obstacle


anim spawn
@script
    if(frame==22){
      void self = getlocalvar("self");
      killentity(self);
    }
@end_script
   loop   1 1 9
   delay   10
   offset   35 35
   landframe 12
   bouncefactor 2
   attack   5 5 56 56 16 1
   frame   data/chars/monkeyboy/fruits/durian1.png
   frame   data/chars/monkeyboy/fruits/durian2.png
   frame   data/chars/monkeyboy/fruits/durian3.png
   frame   data/chars/monkeyboy/fruits/durian4.png
   frame   data/chars/monkeyboy/fruits/durian5.png
   frame   data/chars/monkeyboy/fruits/durian6.png
   frame   data/chars/monkeyboy/fruits/durian7.png
   frame   data/chars/monkeyboy/fruits/durian8.png #
   frame   data/chars/monkeyboy/fruits/durian1.png
   frame   data/chars/monkeyboy/fruits/durian2.png
   frame   data/chars/monkeyboy/fruits/durian3.png
   frame   data/chars/monkeyboy/fruits/durian4.png
   attack   0
   offset   35 50
   frame   data/chars/monkeyboy/fruits/durian1.png
   frame   data/chars/monkeyboy/fruits/durian2.png
   frame   data/chars/monkeyboy/fruits/durian3.png
   frame   data/chars/monkeyboy/fruits/durian4.png
   frame   data/chars/monkeyboy/fruits/durian5.png
   frame   data/chars/monkeyboy/fruits/durian6.png
   frame   data/chars/monkeyboy/fruits/durian7.png
   frame   data/chars/monkeyboy/fruits/durian8.png #
   frame   data/chars/misc/empty.gif
   frame   data/chars/misc/empty.gif

 This Durian has no ATTACK1 nor ATTACK2 animation
 Your tossed head doesn't have to copy this, this is just example of entity which can be tossed and bounces on landing
5
In Progress / Re: Tekken: The Devils Rage
« Last post by Skull Kingz on January 19, 2017, 10:08:09 PM »
Looks very good!!
6
In Progress / Re: Tekken: The Devils Rage
« Last post by nsw25 on January 19, 2017, 09:57:26 PM »
Wow nice work !
7
Complete / Re: Marvel Infinity War
« Last post by Naton Joly Botogoske on January 19, 2017, 08:29:07 PM »
I would love to see Shadowcat as a playable character in a game.
8
In Progress / Re: Tekken: The Devils Rage
« Last post by msmalik681 on January 19, 2017, 06:51:12 PM »
Ok people i am back with a update I have been working like crazy to get a menu system working in my mod pushing my scripting skills to the limit and finally I have a working system.

Here is a preview video trying to show off the ability to see your live stats, equip items to increase your stats, pick up xp orb to max out the equiped item therefore making its effects permanent and then you can equip something else to upgrade, player 1 and 2 can only have 1 item equiped at a time and not the same item, only the player who pressed start can control the menu, view your characters move list, equip a item to add skill jump dash(others to come), jump to menu and end game.  This is very much wip and may change by the final version.

9
General / Re: question about custbomb
« Last post by msmalik681 on January 19, 2017, 06:38:56 PM »
if all 3 remaps are the exact same enemy you need a custom spawn code that matches the parents map to the spawned head ilu posted something like this i can think how to do this right now try searching for map scripts i am sure you ill find what your looking for.
10
In Progress / Re: Bad School girls
« Last post by theoz on January 19, 2017, 06:32:30 PM »
Level 1 The prolog.... 8) Is not like Mr Karate of AOF, but Arcueid tryed  :P
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