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  1. Crimsondeath

    Solved Helicopter in the background

    I used the code as "onmovezscript" instead of "onmovexscript" and works great :D . Thanks again @O Ilusionista .
  2. Crimsondeath

    Solved Helicopter in the background

    Hi again. It's possible to stick an entity to the background and make it moves only in it? I need it for this helicopter enemy: It's also posible that the helicopter balance a little, on the direction he is moving? Here is the full Helicopter Code: Thanks
  3. Crimsondeath

    Get "Thold", "Quake" (and other variables) with onmodelscript?

    Oh well, thanks anyway DC Current(y)
  4. Crimsondeath

    Get "Thold", "Quake" (and other variables) with onmodelscript?

    Hi to everyone I have read the OpenBOR manual. If I understand right, some values from the model header aren't posible to get using "getentityproperty" but there is another way to get it and use it in the onmodelscript? I need the follows to load in the weapons models: thold 21 noquake 1 shadow...
  5. Crimsondeath

    Solved Get "falling death" direction from an Obstacle?

    Thanks both of you, but Kratus solution works the best for my project :D Now obstacle's debris falls in the right way (y) .
  6. Crimsondeath

    Solved Get "falling death" direction from an Obstacle?

    Hi again, When I kill an obstacle their "parts" are throw away in the same direction he is facing (I'm using the tosser & tosserAnim script): I think the issue is when the obstacle dies (and fall) he always face the same direction while falling, no matters if the hit comes from left or right...
  7. Crimsondeath

    Solved Moving Vertically through the Terrain

    Thanks both of you, I already did it with the offset trick, just was for a background decoration :D .
  8. Crimsondeath

    Solved Moving Vertically through the Terrain

    Hi again, it's me mar...erm... I mean Crimsondeath xdddd. Well, umm it's posible to move an entity vertically through the Terrain? I have used : subject_to_basemap 0 no_adjust_base 1 And the entity moves vertically but didn't pass though the ground (terrain). Here is the entity header: name...
  9. Crimsondeath

    Complete Neon Lightning Force

    That's the old version slightly modified by Chavyn, some of his change were applied to the new version :D . ------------------ I keep working on the game, just one stage more to finish it, this is the second bonus stage now It really looks like a biker chase: I posted this video yesterday...
  10. Crimsondeath

    Solved Count killed enemies (?)

    Sorry the late reply, This is what I needed, It's working great now :D . Just one more issue (that is present in the original game too x.x), is when the player 2 joins to the game, while we playing the bonus stage, that Shutdown Openbor but the log didn't shows me the error.
  11. Crimsondeath

    Solved Count killed enemies (?)

    Hi Thanks for the quick reply :D Edit: Ok perfect! I found where to put the script, but there's some little errors too, I'll be posting or editing this comment in a few minutes. Edit 2: Ok looks like the counter is increasing at killing enemies, but now the problem is that only Player 2...
  12. Crimsondeath

    Solved Count killed enemies (?)

    Hi again, I'm remaking the second bonus stage of Neon Lightning Force, so I'm having a little trouble with the enemy killed counter. It doesn't update when an enemy is killed x.x: Here are the code lines I'm using: update.c void main(){ setglobalvar("language", 1)...
  13. Crimsondeath

    Solved Change Player entities Name (?)

    It worked at last! Thank you @Kratus :D . I didn't know I can use an "script.txt" file for alwaysupdate 1 (I was using it on Models.txt xddddd) .
  14. Crimsondeath

    Solved Change Player entities Name (?)

    Hi Kratus, sorry the late answer. I got sick like a week x.x, but I'm better now. I started "language" global variable on update.c. I have noticed that player name is still in english (Isolde), but this happeds only before player loses a life or quit the game going to the title screen, if...
  15. Crimsondeath

    Solved Change Player entities Name (?)

    I'm using a global var to change enemy names for translation purpose on update.c script: void main(){ // Set 0 to English // Set 1 to Spanish setglobalvar("language", 1); } It's working great on enemies using the onspawnscript: void main() { int idioma =...
  16. Crimsondeath

    Complete Neon Lightning Force

    @Bloodbane & @O Ilusionista : Thank you, everyting is ok now :D . @dai92 Wow, thanks :D . I'm trying to do a "Multi language" version using globalvars, everything is going fine (splitting the game in english or spanish version makes fixing bugs really hard o_O).
  17. Crimsondeath

    Complete Neon Lightning Force

    @maxman : Thanks maxman for the help, I did the auto move for players with a simple function I found in another project :D : About weapons I think I'm going to look other projects code too xd. @Bloodbane: I learned out how to freeze players entities with the entityproperty "noaicontrol", so...
  18. Crimsondeath

    Solved Negative values to TossEntity Function

    Thanks @O Ilusionista , I didn't know about "log()" function, I use it in the whole process: So the problem was I used an integer value to divide a float value xdddd Putting the code like this solved the problem xd: if (Negative == 1){ Vz = Vz/100.00; // float value xd Vz = -Vz...
  19. Crimsondeath

    Solved Negative values to TossEntity Function

    Hi to everyone, Is there a way to send a negative value from a variable with random value to the tossentity function? void tosserRandom(void Bomb, float dx, float dy, float dz, int Negative) { void self = getlocalvar("self"); void candamage = getentityproperty(self, "candamage"); int...
  20. Crimsondeath

    Complete Neon Lightning Force

    @maxman : Hi, I take a look to both projects and their scripts looks like alien writing to me @.@ (I think I'm still a rookie at coding). I also need an script to move the players entities to a certain point before frozen it and for the weapons a drop counter and ammo counter for the loaded...
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