Solved Delay End Level

Question that is answered or resolved.

goku shackson

New member
Hi everyone, I’m back with another question. I’m looking for a solution or an explanation for this issue I’ve been having since I started modding OpenBOR games—specifically regarding level creation. I hope my explanation makes sense:
When I’m creating a level and finish off the last enemy (not a boss), the scene ends almost instantly—either before the death animation fully plays out or just a microsecond after it happens—cutting straight to black and moving to the next scene. The issue is that in other mods—like *Rocket Viper*, *KOF Beat 'Em Up*, etc.—the enemies finish dying, there’s a pause of 2 or 3 seconds, and *then* the next scene starts or the screen fades to black. It might be an issue with the `at` or `wait` commands, which I haven't quite mastered yet. I wanted to know if anyone else has experienced this and how I might fix it, since it happens to me every time. Thanks in advance!
 
When I’m creating a level and finish off the last enemy (not a boss), the scene ends almost instantly—either before the death animation fully plays out or just a microsecond after it happens—cutting straight to black and moving to the next scene. The issue is that in other mods—like *Rocket Viper*, *KOF Beat 'Em Up*, etc.—the enemies finish dying, there’s a pause of 2 or 3 seconds, and *then* the next scene starts or the screen fades to black. It might be an issue with the `at` or `wait` commands, which I haven't quite mastered yet. I wanted to know if anyone else has experienced this and how I might fix it, since it happens to me every time. Thanks in advance!
I don't know if I understood correctly, is the problem related to how fast the level ends after the last enemy is defeated, or related to the level finishing before all enemies are defeated?

In the first case, I suggest checking the functions falldie and nodieblink in your enemy characters, as well as their death animations.
Depending on how they are configured, it can affect the level transition as soon as the last enemy is defeated.

1789333704511.png

1789333726295.png
 
That is exactly the first thing I was referring to, but how should I modify those two commands to stop that from happening? Also, I was looking into a script called "endlevel"; if I add it to my mod, will it have any effect on the problem I mentioned?
 
@

O Ilusionista

I hope you'll forgive my ignorance—since I'm new to this site, I don't know how to send you the level from my mod. However, I can show you a comparison I just uploaded to YouTube: in the original game (*KOF Beat 'Em Up*), the enemy finishes dying before the screen slowly fades to black, whereas in my game, the screen starts fading to black before the enemy has even finished dying. I've also included the specifications for the last two enemies I defeat at the end of the level.Comparison between a standard game and mine (second game)



enemy 1:
name josh
health 100
speed 9
dust dust
type enemy
gfxshadow 1
icon data/chars/josh/icon.gif
diesound data/sounds/die3.wav
aggression 3
palette data/chars/josh/idle1.gif
nodieblink 3
alternatepal data/chars/josh/idle1.gif data/chars/josh/map1.gif
alternatepal data/chars/josh/idle1.gif data/chars/josh/map2.gif
alternatepal data/chars/josh/idle1.gif data/chars/josh/map3.gif
alternatepal data/chars/josh/idle1.gif data/chars/josh/map4.gif




anim attack1
range 0 70
loop 0
delay 7
offset 80 148
bbox 35 50 48 104
frame data/chars/josh/punch1.gif
attack 110 45 45 30 12 1
frame data/chars/josh/punch2.gif
attack 0 0 0 0 0 0
bbox 42 47 48 104
frame data/chars/josh/punch3.gif
bbox 45 35 48 110
frame data/chars/josh/punch4.gif

anim fall
loop 0
delay 12
offset 80 148
bbox 35 60 80 60
throwframe 4
attack 35 60 30 60 5 1
frame data/chars/josh/fall1.gif
bbox 32 75 80 62 5 1
attack 0 0 0 0
frame data/chars/josh/fall2.gif
bbox 28 100 120 45 5 1
frame data/chars/josh/fall3.gif
frame data/chars/josh/fall4.gif

anim idle
loop 1
offset 80 148
bbox 70 35 36 115
delay 10
frame data/chars/josh/idle1.gif
frame data/chars/josh/idle2.gif
frame data/chars/josh/idle3.gif

anim pain
loop 0
offset 80 148
bbox 57 40 42 110
delay 10
frame data/chars/josh/pain1.gif
frame data/chars/josh/pain2.gif
frame data/chars/josh/pain1.gif

anim rise
loop 0
delay 10
offset 80 148
frame data/chars/josh/rise1.gif
frame data/chars/josh/rise2.gif
frame data/chars/josh/rise3.gif
frame data/chars/josh/rise4.gif

anim walk
loop 1
offset 80 150
bbox 60 40 43 110
delay 8
frame data/chars/josh/walk1.gif
frame data/chars/josh/walk2.gif
frame data/chars/josh/walk3.gif
frame data/chars/josh/walk4.gif
frame data/chars/josh/walk5.gif

#|edited by openBor Stats v 0.67



enemy 2:


name keniko
health 50
speed 9
dust dust
type enemy
gfxshadow 1
icon data/chars/keniko/icon.gif
diesound data/sounds/die5.wav
nodieblink 3
palette data/chars/keniko/map1.gif
alternatepal data/chars/keniko/idle1.gif data/chars/keniko/map1.gif
alternatepal data/chars/keniko/idle1.gif data/chars/keniko/map2.gif
alternatepal data/chars/keniko/idle1.gif data/chars/keniko/map3.gif
alternatepal data/chars/keniko/idle1.gif data/chars/keniko/map4.gif
alternatepal data/chars/keniko/idle1.gif data/chars/keniko/map5.gif
alternatepal data/chars/keniko/idle1.gif data/chars/keniko/map6.gif
alternatepal data/chars/keniko/idle1.gif data/chars/keniko/map7.gif
alternatepal data/chars/keniko/idle1.gif data/chars/keniko/map8.gif




anim attack1
range 0 70
loop 0
delay 7
offset 80 148
bbox 57 12 36 104
frame data/chars/keniko/punch1.gif
attack 110 75 65 47 12 1
frame data/chars/keniko/punch2.gif
attack 0 0 0 0 0 0
frame data/chars/keniko/punch3.gif
frame data/chars/keniko/punch4.gif

anim fall
loop 0
delay 12
offset 80 148
bbox 35 60 30 90
throwframe 4
frame data/chars/keniko/fall1.gif
bbox 57 12 36 104 5 1
frame data/chars/keniko/fall2.gif
frame data/chars/keniko/fall3.gif
frame data/chars/keniko/fall4.gif

anim idle
loop 1
offset 80 148
bbox 57 12 36 104
delay 10
frame data/chars/keniko/idle1.gif
frame data/chars/keniko/idle2.gif
frame data/chars/keniko/idle3.gif

anim spawn
delay 1
frame none

anim pain
loop 0
offset 80 148
bbox 57 12 36 104
delay 10
frame data/chars/keniko/pain1.gif
frame data/chars/keniko/pain2.gif
frame data/chars/keniko/pain1.gif

anim rise
loop 0
delay 10
offset 80 148
frame data/chars/keniko/rise1.gif
frame data/chars/keniko/rise2.gif
frame data/chars/keniko/rise3.gif
frame data/chars/keniko/rise4.gif

anim walk
loop 1
offset 80 148
bbox 57 12 36 104
delay 8
frame data/chars/keniko/walk1.gif
frame data/chars/keniko/walk2.gif
frame data/chars/keniko/walk3.gif
frame data/chars/keniko/walk4.gif
frame data/chars/keniko/walk5.gif
 
Last edited:
thats the level text:


# The bar
music data/music/1-2.bor
background data/bgs/shopping/backsho.gif
panel data/bgs/shopping/cantina.gif

order a


spawn Story
alias sampledialog
at 0
wait




spawn joa
map 3
coords 350 160
at 100

spawn sonia
map 2
coords 350 230
at 100






spawn gou
coords 350 170
at 190




wait
at 200




group 3 3
at 600

wait
at 650

spawn clive
map 0
health 150
coords 350 230
at 500

spawn moran
map 1
health 60
coords 350 180
at 500

spawn moran
map 2
health 70
coords -30 180
at 500

spawn palo
map 0
health 30
coords 350 180
at 500

spawn oni
map 1
health 40
coords -30 230
at 500

spawn k
map 3
health 40
coords 350 165
at 500


group 1 3
at 800

wait
at 1000

spawn mizo
#map 1
health 100
coords 350 230
at 720

spawn Sonia
map 2
health 40
coords 350 230
at 800

spawn roper
map 0
health 60
coords -30 195
at 800




spawn josh
map 1
health 100
coords 350 230
at 1250
wait


spawn keniko
#map 0
health 150
coords 350 170
at 1250


wait
at 2300

cantina.gif


I don't know if it has anything to do with the image size, but I'm just putting it out there.
 
Well, I finally managed to fix the error I was having; it was indeed the "nodieblink" setting—I had it set to 3 because I wanted enemies to stay dead on the ground. However, I modified it by simply removing the command, and now the stage fades to black just as I wanted. So, that was the issue, and the temporary solution is to remove that specific command. Many thanks to O Ilusionista and Kratus
who contributed and took the time to help me resolve this; have a great day.
 
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