Ok, I don't know what happened but the command "Weapon" start working good (maybe it's because the police shield isn't a weapon that exist as an item, the player can't use it xd):
spawn Bryan
Weapon Palo 0
coords 360 165 0
at 130
spawn Bryan
Weapon Palo 0
coords 360 255 0...
Hi, well the game has many kind of weapons, they can be used for many entities in the game one of them is the enemy "Bryan".
To sort all those weapons I'm using weapnum (Weapon number) so all entities that use (for example) weapon number 8 (a rod) are called with a number: "Bryan8", "Isolda8"...
Yeah! when they have the "get" animation to get the weapon in a stage and they drop it when they're knockedown, everything is fine there.
But here enemies get the weapon by "weaponframe" during their "spawn" (follow) animation (using O Ilusionista method):
#Stage spawn
spawn Bryan
@script void...
Hi again,
One question, it's possible that enemies drop the weapons they're wielding?
I use the command "weaploss 1" but when they're knockeddown they don't drop the weapon they have, It just dissapear x.x (even if the weapon exist in the game as an item). They get the weapon by the...
@jeremiah.cuff: Yeah everything has been updated doing little changes on the stages or the story. I wasn't satisfied with the game at all and now that I know better the OpenBOR engine, I can create the Neon Lightning Force version I had in mind from the beginning.
@William999: Yes, now that I...
Thanks pal :D , everything is going great now, I already delete all the extra entities I created xd Denjin makai Sprites have many spawn animation for it's enemies xd.
What happen is that some enemies are spawn from another entities like that boat:
Here is the boat code:
anim idle
loop 1 67 69
offset 104 53
delay 1
move 4
frame data/chars/panels/stage3/lancha_e1a.gif
...
frame...
Do you think It could work with the spawn script? :( I tried to modify it a bit adding vAnim, but throws me as "an exception" :(
void spawn03(void vName, float fX, float fY, float fZ, void vAnim)
{
//spawn01 (Generic spawner)
//Damon Vaughn Caskey
//07/06/2007
//
//Spawns entity...
¡Oh sh*t! 🤯
I wish I known this before (I wasted a lot of time x'd)
I think this can work with the weapon wielding issue as well, I can add "weaponframe" to an enemy follow anim frame, that works better.
Thank you so much!
Hi to everyone,
I don't know if it's a bug of the engine or my mistake, but I'm trying to spawn entities wielding weapons but just one has it when the level starts:
#The two entities here:
spawn Patrullero #<-- this entity spawns wielding the Shield.
weapon Patrullero19
coords 240...
Yeah, from now on the game file will be call: "Silver_Nights_Crusaders_by_True_Role_Dreams_(2020)"
It's because Mediafire allows me to just overwrite the file if it has the same name with out broke the link, it's the easiest way to update the game.
@Linz : The music is from "Oz, the Sword of...
What's new with this version?
Change in the first two texts books in the library.
Fixed several Glitch in Sheeba and Ethan's skills.
Minor design changes on level eight.
Characters falling animation implemented (at last!).
Note: I release this version on May of 2023, I just forgot to post it...
Well, what I'm trying to do is something a bit different from the original Denjin Makai games, the vid post by DCurrent isn't the restoration is the old version from 2016, but here I come with another new vid, the redesing of the first boss battle:
Wow Thanks, @DCurrent
I might post a new version of this game soon (the Neon Lightning Force 1.5 version), with a HUGE game redesign. Here a Bonus stage sample:
I hope can release this before April 2024.
An alternate take on the Banpresto Denjin Makai series. Guide your favorite hero through a series of stages facing down tons of freaky adversaries. Pick up a weapon or two to even the odds!
@maxman: Hi, thanks por reply, I tried that but it was the same result as "changeentityproperty".
In the end, I try this with "ANI_FALL" and works great:
if(frame == 0){
void vEntity;
int iEntity;
char iType;
char iName;
int iMax = openborvariant("count_entities")...
Hi to everyone, I want an NPC change its animation each time a specific enemy is knocked down.
I'm using 'knockdowncount 15' for all my entities, so I wrote this script:
anim idle
loop 1
delay 1
offset 1 1
@script
if(frame == 1){
void vEntity;
int...