Effects show up over player and enemies

Kanbei

New member
So uh, I know I ask a lot of questions but is it possible to do something like this in BOR?
1uJulGU.png

like have the effects appear over players and enemies? I know I saw a few other BOR games do it but I want to know how. Thanks in advance!
 
Yes, you can use type NONE for that effect, but you don't need to use setlayer AT ALL. Setlayer is for a different situation.
Just the z position is enough.

Since you seams to come from Mugen, effects in OpenBOR works more like "helpers" in Mugen, and not "explods".
 
Kanbei said:
Sorry to double post, but I cannot seem to get the effect to spawn at all. Is there something I am doing wrong or is there a sample I can see?


In your script folder
put this code

Code:
void spawnbind(void Name, float dx, float dy, float dz)
{ // Spawn and bind other entity
   void self = getlocalvar("self");
   void Spawn;

   Spawn = spawn01(Name, dx, dy, 0);
   bindentity(Spawn, self, dx, dz, dy, 0, 0);
}

in your main animation script for example I'm using animscprt.h (or whatever you named it).
remember that animscprt.h must be also in your players header or enemies header.

like this for example : animationscript data/scripts/animscprt.h




In the desired attack where you want the eflame to spawn put this in
one of you attack frames ( adjust the x,y,z values to your liking)

Code:
@cmd    spawnbind "eflame" -16 47 1


eflame = the effect you are asking about

that eflame object should look something like this

Code:
name    	eflame
type    	none
shadow  	0
lifespan  	4
nomove  	1
nolife          1
antigravity     100
alpha 1


anim idle
	delay	50
	offset	60 150
	frame	data/chars/misc/flame1.gif



don't forget to add the eflame to your models.txt

Code:
load	eflame  data/chars/misc/eflame.txt

make sure is "load" not known since the effect will be used over and over.


And and if you see where it says alpha on the header of the eflame

read the what the manual says to get the transparency effect you desired.

Code:
alpha {int}
If set to 1, this entity will be displayed with alpha transparency.
If set to 2, this entity will use negative alpha transparency (the darker colors are stronger, like shadows).
If set to 3, this entity will overlay transparency. It's described in the engine as being a combination of alpha and
negative alpha, and the formula is "bg<128 ? multiply(bg*2,fg) : screen((bg-128)*2,fg)".
If set to 4, this entity will use hardlight transparency. Seems to be the opposite of overlay. The formula is "fg<128 ?
multiply(fg*2,bg) : screen((fg-128)*2,bg)".
If set to 5, this entity uses dodge transparency. Described in the code as being "Very nice for a colourful boost of
light."
If set to 6, this entity will use 50% transparency. The entire entity will be 50% transparent: every pixel will be
averaged with the pixel right behind it.
In 8bit colormode, this setting DOES NOT work with remaps. You need 16bit or 32bit color mode to use this
together with remaps


Credit for these scritpts and code go to magggas  or whoever helped him because I'm learning from most of his game he created.

 
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