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  1. aL BeasTie

    Concept War....War Never Changes... [MATURE CONTENT WARNING]

    @maxman I never got sync working perfectly in the past but I've been meaning to try again. I have made it once before where you hold down the button run to create a turbo mode, kind of like Super Metroid, it was a little wonky but it suited what I was doing at the time. Because he ran on the...
  2. aL BeasTie

    Malik's Select Screen Video Tutorial

    I'm not sure sorry. But I have made a custom select screen before using panel entities and just summon it in the player's waiting animation. Just setlayer -1 to put it behind the player. Depending what your making in your case perhaps setting layer to be in front of the player. Using summon...
  3. aL BeasTie

    Malik's Select Screen Video Tutorial

    @MysticalMist p2smenu -1 -272 9999 9998 Looks like that would be putting player2 outside of the screen.
  4. aL BeasTie

    Concept War....War Never Changes... [MATURE CONTENT WARNING]

    Experiments with AI image generation to create Fallout 1/2 style 3D renders for in game scenes.
  5. aL BeasTie

    Concept War....War Never Changes... [MATURE CONTENT WARNING]

    @Grit I hadn't seen that one before looks really cool actually. And that is a lot like what I had in mind as far as you travel on a map and end up in encounters that way. Another cool one which I've played but not completed is UnderRail https://store.steampowered.com/app/250520/UnderRail/ I...
  6. aL BeasTie

    Spawning Enemies in Groups from Bottom to Top without Lag in Big Levels

    @maxman - Did you try with noscroll position script? I'm not sure if that's a fix but I remember having to use it in DOOM so I could have exploding barrels everywhere and it didn't matter if the player destroyed them or not. SO I am thinking part of the script or a side affect is that it...
  7. aL BeasTie

    Concept War....War Never Changes... [MATURE CONTENT WARNING]

    @maxman - One question, do you have any ideas about this? I am using MP as an action system. So you cannot just spam attacks etc. Like the real game, for example, everything has an action cost, so firing your current weapon might cost 6 action points, burst mode might cost 8, using a med kit...
  8. aL BeasTie

    Concept War....War Never Changes... [MATURE CONTENT WARNING]

    @Grit - whoops I mean Project Zomboid not Day Z, something more like that. But it would be controlled differently without mouse. Still like a typical openbor game, clear the map of enemies, get the loot, move on to the next stage. @maxman - I might have to resort to mutiple keypress for...
  9. aL BeasTie

    Concept War....War Never Changes... [MATURE CONTENT WARNING]

    @Grit I guess it would be my ultimate goal I guess to create something like you showed. Bear in mind we do not have (at least at the moment - to my knowledge) access to the full keyboard and mouse in OpenBOR, we are limited to 6 buttons and using keyscript we can use multiple buttons at once...
  10. aL BeasTie

    Concept War....War Never Changes... [MATURE CONTENT WARNING]

    @Grit Yeah okay I'm going to have to check this game out lol -looks pretty fun. It really does look and feel like fallout tactics quite a lot, things never get that chaotic thou. I'm just digging into my old mod at the moment and was playing around, I only just added directional walking...
  11. aL BeasTie

    "Wait" bugged when using with obstacles

    Does no scroll position script stop it being affected by wait? I can't remember
  12. aL BeasTie

    Concept War....War Never Changes... [MATURE CONTENT WARNING]

    @Grit - Yeah I'm the same I mainly miss the openborstats description after trying CMT. I have not played that game but you're on the right track. It will be less 'shootery' thou if that makes sense, not giant amounts of mobs to kill, there will also be melee weapons. I guess today people...
  13. aL BeasTie

    Concept War....War Never Changes... [MATURE CONTENT WARNING]

    So this is kind of my tinkering mod over the years.... Playing around with this mod and a few others is something chill for me to do at the moment. I decided to work on it again while I get back into used to using openbor and I'm switching to CMT instead of openbor stats and I also have to get...
  14. aL BeasTie

    Changing runspeed via script

    @Bloodbane I added a settextobject to the players onspawnscript to display the values of speed and running in game Here's what it shows model settings speed 6 = in game value 0.6000000 model settings running 10 = 3.000000 Then I tried to display them again after pickup but just get 'VT_Empty...
  15. aL BeasTie

    Changing runspeed via script

    Yeah it seemed to be still increasing just the same. It might be working, it's hard to test the effect with lower settings but I can easily see the change in game with higher ones. Just trying to get the sweet spot now.
  16. aL BeasTie

    Changing runspeed via script

    I made a basic didhitscript for a powerup item that will add +1 to the players speed. Default speed is 5 default run speed is 10 void main() { void self = getlocalvar("self"); void target = getlocalvar("damagetaker"); int spd = getentityproperty(target, "speed"); int rspd =...
  17. aL BeasTie

    Beats of Rage Anniversary

    Hello @kirby2000, it's been a long time!
  18. aL BeasTie

    Punch Out Like OpenBOR Game?

    There was someone who started a Punch-Out mod but it was just on the old BOR engine. I thought of trying it ages ago because there are some cool custom sprites https://www.spriters-resource.com/custom_edited/punchoutcustoms/ Punch-Out! on nes is kind of a perfect game already. The only real...
  19. aL BeasTie

    Different anims for walking left/walking right

    @Kratus - thanks again for the help. I got it working properly this time. Here's my code for reference Now I'm just trying to make the normal up and down change when facing LEFT. I'm missing something in my logic thou. int isFacing = getentityproperty(self, "facing"); //check what...
  20. aL BeasTie

    ChronoCrash Modders Tools

    Sorry Piccolo the last crash might have been extreme user error on my part. declared a .txt as .png in models.txt :oops:
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