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  1. tightninja

    Enemy Bomb Hitboxes are ignored

    I will try legacy hitboxes, below is tosser script void tosser(void Bomb, float dx, float dy, float dz, float Vx, float Vy, float Vz) { void self = getlocalvar("self"); int Direction = getentityproperty(self, "direction"); int x = getentityproperty(self, "x"); int y =...
  2. tightninja

    Enemy Bomb Hitboxes are ignored

    This enemy (gunguyg) throws bomb that no longer damage the player when using 4.0 Build 7555. Attached are the enemy, bomb and model text files
  3. tightninja

    ChronoCrash Modders Tools

    attached!
  4. tightninja

    ChronoCrash Modders Tools

    I attached the level file, perhaps it will help drill down the issue.
  5. tightninja

    ChronoCrash Modders Tools

    Just wanted to know what this error means, I think it is an issue with level design, not the mod tool. Traceback (most recent call last): File "gui\main\__init__.py", line 676, in <lambda> File "gui\main\__init__.py", line 526, in setView File "gui\level\__init__.py", line 285, in...
  6. tightninja

    Difference between Target and Opponent

    void ani005(void vTar, void vAni, int iFrame){ //ani005 //Damon Vaughn Caskey //07/31/2007 // //Change target entity to desired animation. // //vTar: Target entity (see vTar001 for settings). //vAni: Animation cosntant. //iFrame: Frame. void...
  7. tightninja

    Question about OTG2

    How does the Engine determine when an entity is "on the ground" ? Obviously Idle and walk do not count. Does OTG only apply to rIse animations? Does it both rise and fall animations? Is it more complicated than that i.e. must be "on the ground" in fall or rise for a specified period?
  8. tightninja

    Difference between Target and Opponent

    It seems "opponent" is the last entity hit correct? Is "target" the entity about to be hit (within range of attack?
  9. tightninja

    On the ground (hit fallen enemies)

    @Bloodbane I finally was able to get the mount to work. There was a script called "nullopponent" in @O Ilusionista mod that would allow the player to "forget" the opponent and prevent the mount warp issue. Thanks again for assist guys!
  10. tightninja

    On the ground (hit fallen enemies)

    Attached is a video of the behavior in game. Below video is latest code (ignore crazy fall aniamtion lol) I don't know if the MOUNTanimation being a cancel from DUCK animation would affect it. However, I added a com command for the MOUNT animation and it still "warps" the player. Perhaps I...
  11. tightninja

    On the ground (hit fallen enemies)

    void slamstart() { // Slam Starter // Use finish after using this void self = getlocalvar("self"); void target = getlocalvar("Target" + self); if(target==NULL()) { target = getentityproperty(self, "grabbing"); setlocalvar("Target" + self, target); } if(target!=NULL()) { damageentity(target...
  12. tightninja

    On the ground (hit fallen enemies)

    Hey DC thanks I will try to repost
  13. tightninja

    On the ground (hit fallen enemies)

    void slamstart() { // Slam Starter // Use finish after using this void self = getlocalvar("self"); void target = getlocalvar("Target" + self); if(target==NULL()) { target = getentityproperty(self, "grabbing"); setlocalvar("Target" + self, target); } if(target!=NULL()) {...
  14. tightninja

    On the ground (hit fallen enemies)

    I almost have my mount and "ground and pound" attack this working except the player still "remembers" the last target. The enemy warps to where the player is. I have depost and clearL but enemy still warps @cmd slamstart2 @cmd position 12 0 0 0 0 frame...
  15. tightninja

    Solved How is OTG implemented in Open BOR 4.0 (build 7555)

    Ok that is what I thought for the most part, but I wanted to make sure my assumption was true, thanks!
  16. tightninja

    Solved How is OTG implemented in Open BOR 4.0 (build 7555)

    Does it require a hit box? Does the hit box have to be on the rise animation? Does the game know when and enemy is "on the ground" regardless of animation state? Just trying to understand the logic flow before I go through and edit a bunch of animations incorrectly. Thanks!
  17. tightninja

    Weapon use - once per level

    correct, model A is base model, Model B is "gun" model that can only be used once per level. Right now when you go back to model A you can stil ue the freespcial to "equip" the gun again.
  18. tightninja

    Weapon use - once per level

    transformation using weaponframe anim freespecial195 loop 0 delay 30 offset 80 129 bbox.position.x 68 bbox.position.y 83 bbox.size.x 24 bbox.size.y 44 weaponframe 8 11 ####11 is the weapon model that is being switched too sound...
  19. tightninja

    Weapon use - once per level

    the player can "equip" the weapon any time during the level, but once it used up, a gun in this case, the player cant "re-equip" the weapon Currently I use a freespecial and weaponframe to allow the player equip the weapon
  20. tightninja

    Weapon use - once per level

    Is there a way to make a weapon use only 1 per level? I have a character that can "equip" weapons at will, is it possible to restrict a weapon to once per level?
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