msmalik681 said:
Damon Caskey just to be sure will this update also allow us to make and manipulate attack and bbox by script ?
Yes. It's a multi process - just like internally in the engine:
[list type=decimal]
[*]You can allocate and de-allocate new objects at will.
[*]You can access or mutate existing attack, body, and space object attributes (damage, drop velocity, etc.).
[*]You can allocate or de-allocate existing collision pointers on frames - each frame may have an unlimited number of unique collision pointers*[1].
[*]You can access or mutate existing collision pointers on frames, or allocate and de-allocate them.
[/list]
So yes, you can actually programmatically build model designs during runtime. I don't expect many will do this often, if at all. Sounds really cool and it is, but it's a very advanced concept - make even one mistake it will be a seg fault and crash... as in, a real crash, not an intentional shut down. I am not adding that as a feature for its own sake - it just happens to be a side effect of the overall script design access I'm working on. There are tons of other applications that are much more practical, so I'm not going to TLDR this any more than it is. Suffice to say, if you are about to ask me another question about anything collision related - the answer is yes.
*[1]: Technically there is limit: 2.4 billion. In practical terms, use some common sense. Collision calculation is very expensive, no matter how powerful the platform is, and multiplies for every box on a given frame. In perspective, Capcom and SNK fighters typically have three body boxes, one space box, one attack box, and range. Their beat em' ups have one body box, one attack, and range (same as OpenBOR up to this point).
DC