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  1. DCurrent

    Return projectile to launcher

    It does. Under the hood, the script projectile() function just fires native knife or bomb spawn functions. //entity * projectile([0/1], char *name, float x, float z, float a, int direction, int pytype, int type, int map); HRESULT openbor_projectile(ScriptVariant **varlist , ScriptVariant...
  2. DCurrent

    Return projectile to launcher

    It's Owner. Parent only has one function in native logic - Unsummon a child on death or with Unsummon command. Owner is assigned to natively launched projectiles and does the following: Giving credit to the owner when projectile hits something. Hard codes projectile to never hit its owner. In...
  3. DCurrent

    Return projectile to launcher

    Already started that project - and dropped it. For all the old cruft in it, OpenBOR is still beautifully stable and insanely powerful. There are maybe 10-15 genuine bugs I know of, and for an engine of this scope and size, that's almost unheard of. Reinventing the wheel is pointless. Instead, I...
  4. DCurrent

    Return projectile to launcher

    Actually, I probably didn't explain that well at all. What I really mean is having a Type for every kind of behavior you might need is the failure point, which is what early OpenBOR tried to do. Sooner or later, you'll need another type to handle some edge case - then another, then another, and...
  5. DCurrent

    Return projectile to launcher

    Because it kind of isn't. PShot was one of those buggy bolts ons from the bad old days that never should have existed. Using TYPE to control deep logic beyond setting up some defaults was never a good idea, and the original BOR didn't really do that. Early OpenBOR (pre SX) started all that mess...
  6. DCurrent

    Final Fight LNS Questions

    Who knows? Sorry friend. They probably have an exchange somewhere out there, but I'm not interested in finding out. DC
  7. DCurrent

    Return projectile to launcher

    @kimono, Something like I had going here? Flies a set distance, then reverses and returns. Reverses instantly if it hits an enemy. Can hit on the return - does NOT reverse if already returning. The owner is locked into waiting position until catching the return or hit by an enemy. DC
  8. DCurrent

    In Progress Boogeyman Blvd.

    It's right there in the instructions I sent you. Just make a split archive. Third party download links are soft banned and for good reason. DC
  9. DCurrent

    Double Dragon Revive

    @Hanzo, @dai92, @danno, @O Ilusionista I watched some of his earlier content when he first came on the scene. At the time, his main draw was not being the sort of hyper aggressive, intentionally abrasive type of online persona that plagued the gaming community. Made him a breath of fresh air...
  10. DCurrent

    In Progress Boogeyman Blvd.

    https://www.chronocrash.com/forum/help/resources_upload/
  11. DCurrent

    Double Dragon Revive

    Preface: I have never been a fan of Top Hat Gaming Man. IMO, his "deep dives" are no more than surface level regurgitation of any first page Google search. I actually found his wife's videos far more insightful and interesting. That said, I never thought he was dishonest or a shill. At least...
  12. DCurrent

    Solved p{#}namej doesn't work at Openbor 4.0

    It wasn't removed. p#namej works same as it always did. DC
  13. DCurrent

    Double Dragon Revive

    It is supposed to support online play, but unless I am mistaken doesn't work yet. DC
  14. DCurrent

    Double Dragon Revive

    It's hard to believe this is Arc Systems publishing. Their style isn't usually my cup of tea, but objectively speaking they normally push quality stuff. The developer (Yuke's) has a decent pedigree too. DC
  15. DCurrent

    Double Dragon Revive

    Knew it would be bad from the trailers - I disagree with @NED. Modern trailers are NOT good at concealing anything. I think it's painfully obvious 10 seconds in when any new media coming along is trash. Didn't think it was THIS bad though. I mean wow, they really went hard to the dumpster didn't...
  16. DCurrent

    Solved Main musical theme maintained without interruption

    In levels.txt, add musicoverlap 1. You can manually stop and restart music with the scripted music commands if needed. DC
  17. DCurrent

    Fastest way to get NPCs

    You could do that, but I can't stress enough - the loop speed is not your problem, and there's no guarantee the global solution would help. In fact, it could very well be slower - and there's no way to know before benchmarking with a unit test. In both cases, you would never be able to tell with...
  18. DCurrent

    Fastest way to get NPCs

    There is something way, WAY off somewhere for a delay like that. The global trick i outlined (might - MIGHT) shave a few microseconds off the delay, and that's not the problem here anyway. I am headed out for some biking and errands. Later tonight I'd like to have a look at the full logic flow...
  19. DCurrent

    Fastest way to get NPCs

    I think there's a fundamental problem with what you're doing. Getting the NPC count as the basis of a loop isn't stable, and I'm surprised it works at all. Entities are all indexed together regardless of type. So just getting an NPC count and looping through it won't get you the correct...
  20. DCurrent

    OpenBOR 4.0

    That game was built on 3.0, it is not compatible at all with 4.0. I can't seem to make this clear enough. OpenBOR is NOT a console and it's not an emulator. It's an engine you build games with... same as Unity or GoDot or Unreal. You can't take a game made with an older version, slap it in a...
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