intros, exits and inter-mission anims

Scrembolxp

New member
Hi at all! this are a noob questions, sorry for the inconvenience an thanks in advance  :)

Which is the best method to make different intros, exits and inter-mission character animations (like in Final Fight)? ¿scripting, text entities...?
aaandddd...
Exists the possibility of turn off the object life bars (not the icons)?

Regards
 
Individual start level for each player
http://www.chronocrash.com/forum/index.php?topic=1510.msg18038#msg18038

and

Code:
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.

For most things check the manual here - http://dcemulation.org/?title=OpenBORManual & OpenBOR Wiki

For other known solutions check the Helpful Links thread

and for script solutions check the Script Index

HTH
 
BeasTie said:

maybe i didn't explain well

I mean animations per stage not branches for character's start point in mod

BeasTie said:
and

Code:
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.

For most things check the manual here - http://dcemulation.org/?title=OpenBORManual & OpenBOR Wiki

For other known solutions check the Helpful Links thread

and for script solutions check the Script Index

HTH

always use those links and the forum before asking
nolife hides too the object icon and name, I want to just hide the lifebar without hide the icon and the object name

thanks anyway
 
Sorry I misread,

so is this an openbor question or a question on how to make animated cutscene files ?

or do you mean things like victory poses, dialogue scenes etc?

check CTRXdude's story system for dialogue etc.
 
He means in-game transitions. Like Bred spawn animation coming out the door, Cody walking down the stairs into the basement area, walking onscreen when a stage begins etc.
 
DintheAbary said:
He means in-game transitions. Like Bred spawn animation coming out the door, Cody walking down the stairs into the basement area, walking onscreen when a stage begins etc.

Din, now that you lightened up this discussion and made me realize what this topic is about, it can be done with spawn scripts with any type of entity for spawned entities especially players and enemies. A good example would be this one:

Code:
spawn   empty
@script
  void main() //Main command for this script. Double slash (//) means comment and it's only for excluding anything from running the engine (single line only to be excluded right after // and it's only for scripts). // doesn't mean commanding scripts. Check the OpenBOR manual for more info.
  {//Starting main bracket
    void P1 = getplayerproperty(0, "entity"); //Calling Player 1
    void P2 = getplayerproperty(1, "entity"); //Calling Player 2
    void self = getlocalvar("self"); //Calling entity that is spawned

    changeentityproperty(self, "position", 0, 180, 0);//Position set for spawned entity?
    if(P1){ //If Player 1 is called?
      performattack(P1, openborconstant("ANI_FOLLOW1"));//Player 1's spawned action performed?
      changeentityproperty(P1, "position", 100, 170, 0);//Player 1's spawned position?
    }
    if(P2){//If Player 2 is called?
      performattack(P2, openborconstant("ANI_FOLLOW1"));//Player 2's spawned action performed?
      changeentityproperty(P2, "position", 150, 170, 0);//Player 2's spawned position?
    }
    changeopenborvariant("xpos", 0);
  }//Ending main bracket
@end_script
coords   170 170
at   0

Code:
anim	follow1
@script
    void self = getlocalvar("self");

    if(frame==0){ // bbox is inactive yet
      changeentityproperty(self, "Subject_to_Gravity", 0);
      changeentityproperty(self, "Subject_to_Wall", 0);
      changeentityproperty(self, "Subject_to_MinZ", 0);
      changeentityproperty(self, "Subject_to_MaxZ", 0);
    }
    if(frame==9){ // this when enemy's bbox is active
      changeentityproperty(self, "Subject_to_Wall", 1);
      changeentityproperty(self, "Subject_to_MinZ", 1);
      changeentityproperty(self, "Subject_to_MaxZ", 1);
      changeentityproperty(self, "Subject_to_Gravity", 1);
    }
	@end_script
	delay	9
	offset	18 73
	jumpframe	4 0 0 0.6
	frame	data/chars/Billy/1.gif
	offset	18 71
	frame	data/chars/Billy/2.gif
	offset	18 71
	frame	data/chars/Billy/3.gif
	offset	18 71
	frame	data/chars/Billy/2.gif
	@cmd	looper 0 8
	delay	8
	offset	18 72
	frame	data/chars/Billy/7.gif
	offset	18 73
	frame	data/chars/Billy/8.gif
	offset	18 73
	frame	data/chars/Billy/9.gif
	offset	18 75
	frame	data/chars/Billy/10.gif
	offset	18 76
	frame	data/chars/Billy/11.gif
	offset	17 76
	frame	data/chars/Billy/12.gif

You will need to use animation script for it because of that @cmd I indicate above.

For enemy spawns, look at this here:

Code:
spawn   williams
@script
void main(){
void self = getlocalvar("self");
changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW2"));
}
@end_script
alias   williams
map     6
coords	265 169
at	500

It's possible to make any follow anim to play as a spawn animation or whatever kind you like to do.
 
Back
Top Bottom