Solved Walkoff instead of Walking/idle stand dropping animation for Platform OpenBOR games.

Question that is answered or resolved.

Crimsondeath

Active member
(Help!) I need somebody ♫
(Help!) not just anybody ♫
(Help!) You know I need someone ♫

When I was younger I didn't know so much about OPENBOR even today ♫
I always needed anybody's help in any way... ♫

Well jokes aside, I add the Walkoff animation to Silver Night's Crusaders characters, and here is the result:

ZCtrBiW.gif


But here are two issues that I never finded a solution:
  • The walkoff just go in one direction, I can't change it or control it like the jump. I read on the manual that there's a command called "Walkoffmove" (like jumpmove?) but didn't seems to work.
  • The character can't attack while falling (however It can do spells).
Everything else looks normal I remember having more nightmares with this glitch years ago, but after looking it again, it seems that just this two issues are needed to solve.
Code:
name         Sheeba
type         player
health         100
mp         100
mprate           2
speed         12
cantgrab     1
antigravity      20
jumpmove  3
walkoffmove 3
nolife 1
knockdowncount   10
jumpheight     3
noquake         1
bounce         0
stealth 0
death         1
nodieblink     2
icon         data/chars/sheeba/icon.gif
makeinv         3 0
gfxshadow        0

Looking if I could find a solution in other OpenBOR games, I end finding this glitch in other Castlevania OpenBOR fangames too:

The OpenBOR Version I used is: v3.0 Build. Thanks any ways.
 
Beatles's Help reference!

It seems the old version does work. But I don't know if it can work for you on the other version you use.

Maybe this one:
C:
if(aniID == openborconstant("ANI_WALKOFF")){
    changeentityproperty(self, "velocity", 0, 0, 0);
}

Or this one:

C:
if(aniID == openborconstant("ANI_WALKOFF")){
    tossentity(self, -1, 0, 0);
}
 
Does your character have a keyscript? If so here's the theory, If not I'll write a more detailed explanation

C:
      if(vAniID == openborconstant("ANI_WALKOFF")){ // walk of animation
      if(iLeftR || iRightR){ //Left or Right released?
      if(!iLeftH && !iRightH){ //Left and Right not pressed?
            changeentityproperty(vSelf, "velocity", 0);
          }
        } else if(iLeft){ //Left pressed?
          changeentityproperty(vSelf, "velocity", -1);
          changeplayerproperty(vSelf, "playkeys", 0);
        } else if(iRight){ //Right pressed?
          changeentityproperty(vSelf, "velocity", 1);
          changeplayerproperty(vSelf, "playkeys", 0);
        }
      }



    if(vAniID == openborconstant("ANI_WALKOFF") ){ // walkoff
    if(iAttack){ //attack pressed
    performattack(vSelf, openborconstant("ANI_JUMPATTACK"));
    }
  }
}
 
If you want walking off to be identical to jumping in character options, you can just set the jump and idle flags on Walkoff's first frame.

C:
changentityproperty(<entity>, "aiflag", "idle", 1);
changentityproperty(<entity>, "aiflag", "jumping", 1);

Now any native actions or command scripts will behave as if you are in a jump.

HTH,
DC
 
Wow thanks,
The keyscript solution solve all the problem. I haven't fully tested because of the many projects I'm on. But I think it's solve.

Thanks you so much to everyone :D .
 
Wow thanks,
The keyscript solution solve all the problem. I haven't fully tested because of the many projects I'm on. But I think it's solve.

Thanks you so much to everyone :D .
Glad you got it working. Proper land animations and Walkoffs really add that last bit of polish.

It's funny how the original Castlevania had a walkoff that made Simon drop like a rock, but later titles sometimes didn't have a proper walkoff at all.

DC
 
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