name dugx
type panel
shadow 0
noquake 1 1
setlayer 200
speed 10
void p1 = getplayerproperty(0, "entity");
void p2 = getplayerproperty(1, "entity");
if(getentityproperty(p1, "exists")) {
'RUN THIS CODE'
}
if(getentityproperty(p2, "exists")) {
RUN THIS CODE
}
apescott said:Perfect man! Thank you so much!
I know you've played Final Fight before. Do you know how the lifebar colors are solid and don't drain until they get down to yellow? They just cycle though the colors as they lose health. Can you script that? I'm sure you know what I'm talking about![]()
And is there a way you can script the lifebar drain on yellow to be instant rather than being visible just like Final Fight?! =D
And is there any way for the obstacle lifebar to stay on the screen a little longer, and not have a lifebar, but still an icon? Sorry to bother you with all of it, but you are a genius haha ^___^
nolife {bi}
~Determines whether or not the player can see the entity's life when they make contact.
0 = they CAN see it. Defaults to 0.
1 = they CANNOT see it.
Bloodbane said:I spotted one bug: when Haggar slammed J just before he cleared storeroom, J is moved to Haggar's front instead of dropped behind him.
I also noticed that Damnd is way easier than original.
However, overall, you've done great work replicating arcade version of Final Fight.
New moves and motolov weapon are nice touches.
I think you only need to fix enemy and bosses' AI + add script to give score if foods are taken in full HP