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  1. Viper Snake

    OpenBOR v3.0 Build 4316 (Windows/Wii/Android)

    Tested 4385. I had to change counterrange to 0 0 1 0 for Marianne, but it works like before now. However, I have discovered a new problem with another character that uses counterrange. The counterrange works correctly, but if I push the button for SPECIAL while in a pain or rise animation the...
  2. Viper Snake

    OpenBOR v3.0 Build 4316 (Windows/Wii/Android)

    Tried build 4383. Setting it to counterrange 0 0 1 0 let the follow animation work again...but the player is still invincible for the entire animation instead of just frame 0. ignoreattackid made no difference. anim attack counterrange 0 0 1 0 followanim 2 bbox 22 -1 14 86 offset 29 85...
  3. Viper Snake

    OpenBOR v3.0 Build 4316 (Windows/Wii/Android)

    counterframe {frame} {cond} {damaged} ~Animation header. If all conditions are met, entity will perform animation set by followanim. This command is outdated and only included for backward compatibility. Use Counterrange instead. ~This command is to make entity performs FOLLOW{#} if the entity...
  4. Viper Snake

    OpenBOR v3.0 Build 4316 (Windows/Wii/Android)

    She takes no damage and won't enter a pain animation. Fireballs can hit her and explode, doing absolutely nothing to her. https://gfycat.com/TotalUnequaledGadwall
  5. Viper Snake

    OpenBOR v3.0 Build 4316 (Windows/Wii/Android)

    One of my playable characters has counterrange 0 0 2 0 set in anim attack. She can still perform the counter on the first frame, but becomes immune to all damage during the entire attack animation. I'm using build 4376.
  6. Viper Snake

    Animated screens - the easy way.

    Tried the new code and it still only works one time.
  7. Viper Snake

    Animated screens - the easy way.

    I downloaded your Avengers mod from gamejolt to examine but it doesn't seem to have it. What would cause it to only work the first time you view the screen?
  8. Viper Snake

    Animated screens - the easy way.

    I'm having a problem with this script, it only works once. Try having something spawn on select screen, then exit to main menu and go back to the select screen again. It won't spawn again. Also a small mistake in your script: contadors = setlocalvar("counter",1); // turn on the variable...
  9. Viper Snake

    OpenBOR v3.0 Build 4316 (Windows/Wii/Android)

    Tried builds 4330, 4332, and 4334. Platforms still broken. I went back and tried build 4329 as well, this is the build where it becomes broken.
  10. Viper Snake

    OpenBOR v3.0 Build 4316 (Windows/Wii/Android)

    Tried build 4335, all my platforms no longer work. Everything just falls through them as if they weren't there: Build 4328: Build 4335:
  11. Viper Snake

    OpenBOR v3.0 Build 4316 (Windows/Wii/Android)

    I tried build 4326: If cheats are turned on then off, the cheats options are invisible but still selectable and can be toggled: If cheats are turned on and off repeatably you can slowly push the menu off the top of the screen:
  12. Viper Snake

    OpenBOR v3.0 Build 4316 (Windows/Wii/Android)

    I haven't tried 4321 yet, but on build 4320 BeasTie's random sound scripts I use no longer work properly. The only sounds that get used are the 2nd and 3rd, all others sounds never play. void randSound(char s1,char s2,char s3) {// Randomly play a sound from a pool of 3.   int r = rand()%300;  ...
  13. Viper Snake

    OpenBOR v3.0 Build 4316 (Windows/Wii/Android)

    In the debug menu it doesn't go to Back if you try to go up on Performance, pressing down on Back will go to Performance though.
  14. Viper Snake

    Minimizing memory usage from script

    Thank you for making this thread, it helped out my game a lot!
  15. Viper Snake

    Solved SpawnMate help

    Thank you for the reply Bloodbane. Is there an example somewhere of doing it with update script? The boss lifebar entity gets spawned in the boss spawn animation and is just a sprite going over the lifebar. The boss death animation spawns 8 separate entites to do a melting animation for it in...
  16. Viper Snake

    Solved SpawnMate help

    I'm using the spawnMate script to spawn an axe the Minotaur boss can throw, so that when the Minotaur dies it instantly disappears with him. The problem is I also use another version of spawnMate (slightly modified so that it spawns from screen edge instead of the entity) to spawn the bosses...
  17. Viper Snake

    [Solved] Odd nosave problems

    I've been using nosave 1 to prevent the game from saving on certain stages so that when a player loads the game the music always plays. See this topic: http://www.chronocrash.com/forum/index.php?topic=1570.msg18929#msg18929 While this does work, I'm having an unfortunate side effect. Getting a...
  18. Viper Snake

    [Solved] Range doesn't work with subject_to_gravity 0?

    I have an entity that does a delayed 'attack' when a player steps on it. If I use subject_to_gravity 0 or antigravity 100, the entity can no longer detect the players and never attacks. How do I fix this? spawn  burningvillage_spinblock coords  626  432  64 at  0 name   ...
  19. Viper Snake

    [Script] Seal Script

    A simple script that allows an entity to seal itself. Thanks to Piccolo for fixing it. void seal(int Time, int Energy) {// Prevent an entity from using specials. // Time = Amount of time before this entity can use specials again. // Energy = If the freespecial costs less than this amount it...
  20. Viper Snake

    Canceled Castlevania Revamped

    Any updates on this project?
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