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February 25, 2018, 10:38:36 AM

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1
Help & Resources / Re: Infinitely generated enemies
« Last post by Bloodbane on Today at 10:23:56 AM »
 You know, to spawn enemies like in Black Belt game, it's best to use an invisible spawner entity to do the spawning. That spawner is a type none so it's not affected by group nor be counted as enemy
2
Help & Resources / Re: Infinitely generated enemies
« Last post by msmalik681 on Today at 10:20:38 AM »
@ilu
I thought it was a bit weird you using a animation script to spawn enemies but I guess for this type of game it would fit so the animation script would be called when the hero is walking as that is when enemies should spawn.


@danno
what video mode is your mod ?
3
Help & Resources / Re: Infinitely generated enemies
« Last post by danno on Today at 10:11:23 AM »
 What you suggested works much better, the only problem is I need to use loop animations like in the original Black Belt game, are there some variables I can change? because its like each enemy needs to check as soon as it spawns and travels towards the hero
4
Modules / Re: Punisher : World Warzone (Alpha 1H - 2/24/2018)
« Last post by O Ilusionista on Today at 10:05:07 AM »
Nice work. I will try to record a video about it soon.
5
In Progress / Re: [WIP] Avengers United Battle Force
« Last post by O Ilusionista on Today at 09:56:33 AM »
Quick preview of some Iron Fist's throw moves, including his aerial special throw
6
Help & Resources / Re: Infinitely generated enemies
« Last post by O Ilusionista on Today at 09:37:35 AM »
Strange, check your "group" setting and check if Shermie is playing the right animation.
Also, WALK is a looped animation and should not be used for that. Create a new animation on those characters, like FOLLOW1, and use this animation.
7
In Progress / Re: [WIP] Avengers United Battle Force
« Last post by Thegr8test on Today at 09:36:50 AM »
Glad they were useful I can't wait to try him out he looks bad ass
8
Help & Resources / Re: Shadow Trails 2017 - tech demo
« Last post by O Ilusionista on Today at 09:32:54 AM »
Thanks, Malik. I've updated to the newer version and works perfectly


Quote
Yep. Watch yourself though and make sure the value you want actually exists. Pointers are the ultimate power in OpenBOR script, but one mistake will cause a memory fault. Meaning an honest to goodness crash, not a logged shutdown.
So it would be better to use "mapcount" to retrieve the available map count.
9
Help & Resources / Re: Infinitely generated enemies
« Last post by danno on Today at 08:31:41 AM »
@Bloodbane Hey  :-* good to see you, hope you are happy and healthy, thanks for the welcome back, you ready for my annoying questions? hahaha

@O Ilusionista this is great.
 Added the exta code to the script and changed to ANI_WALK
It does work  :o but not the desired effect, see video for example, shermie didn't spawn lobster while she was fighting alone but when more enemies were on screen (more than 2) they spawned, is this because of lobster spawn location?
10
Help & Resources / Re: Infinitely generated enemies
« Last post by O Ilusionista on Today at 07:23:14 AM »
First, It's  not "walk", it should be "ANI_WALK ". You always need to add ANI_ before the animation  name.

Second, my bad, I forgot to paste the other function you will need in your animationscript

Code: [Select]
void spawnAni(void vName, float fX, float fY, float fZ, void Ani, float Vx, float Vy, float Vz)
{
//spawnB (Generic spawner) + Specific animation + velocities
//Damon Vaughn Caskey + Douglas Baldan
//07/06/2007
//
//Spawns entity next to caller.
//
//vName: Model name of entity to be spawned in.
//fX: X location adjustment.
//fZ: Y location adjustment.
      //fY: 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.
  Vx = -Vx; //Reverse X velocity
}

      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.
    changeentityproperty(vSpawn, "velocity", Vx, Vy, Vz);
performattack(vSpawn, openborconstant(Ani), 1);
   
return vSpawn; //Return spawn.
}
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