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  1. Toranks

    Easy difficulty system

    You mean instead of: spawn biff @script void main() { void self = getlocalvar("self"); void difficulty = getglobalvar("normal"); if(difficulty == 0){ killentity(self); } } @end_script map 2 coords 650 340 at 100 Use that?: spawn biff spawnscript...
  2. Toranks

    Solved Differences between aggression and max_noatk_chance?

    Aggression value is inversely proportional, is that so? What is the maximum value for aggression?
  3. Toranks

    Solved Differences between aggression and max_noatk_chance?

    I'm interested in this too 🤔
  4. Toranks

    Easy difficulty system

    I would like to leave here a summary of how to create a difficulty mode that can be changed at any time, via globalvar, thanks to several fellow forum members, especially @Bloodbane The idea is to create a progressive difficulty, that with greater difficulty, all the enemies of the previous...
  5. Toranks

    Solved change 2pspawn/3pspawn via script

    One question. How is defined openborvariant("current_set")? The order of the level set in levels.txt file? (first level set is 0)
  6. Toranks

    Solved change 2pspawn/3pspawn via script

    Good, I can replace al 2pspawns with the script with set=2 and 3pspawns with set=3. It can be done quickly and easily, without involving a great deal of change. Thanks! Now I only have to create a menu within the game to change that value, but that part is easy, since I have quite a few models...
  7. Toranks

    Solved change 2pspawn/3pspawn via script

    Is there a way to change/ignore/erase 2pspawn/3pspawn lines in level files via script using global variables or similar? My intention is to create 3 different difficulties for one player using 2pspawn / 3pspawn
  8. Toranks

    Solved Enemy boss who ignores 'group'

    Yes, I actually still use the script in specific situations like that. But in most situations I won't need it, it's a relief. Thanks!
  9. Toranks

    Solved Enemy boss who ignores 'group'

    Now I understand better how 'group' works together with 'wait'. Wait is responsible for not call more enemies until the present 'group' are all dead, so I only have to avoid 'wait' use where it is not needed. Until now, I always used them together thinking that this is how it should always be...
  10. Toranks

    Solved Enemy boss who ignores 'group'

    So simple?? I thought that the next 'group' did not start until the previous one had finished and all enemies killed, as always... Is this behavior exclusive to enemies with the 'boss' tag? Or maybe I misunderstood how 'group' works? In any case, if it works like that, I'll do it and that's it...
  11. Toranks

    Solved Enemy boss who ignores 'group'

    Yes, for example. When I set group with a boss, I cant change group number until the end of the file if do not kill the boss. I want to change group number as new enemies arrive, to increase their number group 2 2 at 0 spawn boss etc etc spawn reinforcement etc etc group 4 4 at 0 spawn...
  12. Toranks

    Solved Enemy boss who ignores 'group'

    What you mean? If the boss isn't killed, the next group of the level file doesn't load regardless the number of that 'group'.
  13. Toranks

    Solved Enemy boss who ignores 'group'

    Is there any way for a boss enemy to ignore the 'group' level command? My intention is that the boss stays for a long time during the stage, harassing the players, while the rest of the enemies appear at the rate that I choose with 'group' with variable numbers until the boss is killed.
  14. Toranks

    Solved 2pspawn equivalent for group

    Method 1 works and is very simple, thanks! Now I only need where and what spawn on every stage :giggle: Level file: spawn ghost1 @script void main() { setglobalvar("leveln","1lvl"); } @end_script coords 850 440 at 100 spawn ghosttime health 20 spawnscript...
  15. Toranks

    Solved 2pspawn equivalent for group

    It also doesn't work with setglobalvar / getglobalvar :( My only alternative now is use a different script file for each spawn 2pspawn01.c, 2pspawnXX.c ... etc, repeating the same code Edit: setglobalvar("leveln",101); and if(level == 101) This doesn't work neither
  16. Toranks

    In Progress Streets of Rage X (Windows / Android)

    Why do the characters have double shadow? Just below the feet there is a black circle, and then the normal shadow
  17. Toranks

    Solved 2pspawn equivalent for group

    I'm trying to do it in a simple way, and I've tried the following, but it doesn't work. Only one step fails, see if anybody can help me. First I create a temporary entity that lasts a few seconds, ghosttime. Then I declare a local variable that indicates what level it is. And I call the script...
  18. Toranks

    Solved 2pspawn equivalent for group

    Could I create those scripts directly in the level file associated to a temporary and invisible entity? It would be more convenient to manage Another question: Is there a variable that returns the number of players in play? Or do I have to ask the script to check one by one?
  19. Toranks

    Solved 2pspawn equivalent for group

    I don't asking about 3pspawn and 4pspawn. I'm asking about anything similar to 2pgroup 3pgroup 4pgroup... You understand? Sorry, I think I did not explain myself well
  20. Toranks

    Solved 2pspawn equivalent for group

    Is there a way to increase the simultaneous number of enemies only when there are more players? Increasing the value of group. Similar to 2pspawn and 2phealth
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