White Dragon said:You can use skipselect and via script just use changeplayerproperty(0,"name",loaded_model) to force to select a player. Not heavy script.
Bloodbane said:Hmm... will that force player 1 (as in example) to use ken when level after branch xxx is played?
OTOH I've tried using changeplayerproperty to change player in select screen. Well, it doesn't change anything in select screen but it does change chosen player in game
nsw25 said:To explain what I and others would like to see changed is like this.
heres an example of what I have done in older mods
Code:set Story #cansave 2 nosame 1 credits 30 lives 3 custfade 100 skipselect select data/select.txt
if you set skipselect with empty you can then define players with a custom select screen txt file.
the way you have tried to set it up with multiple skipselects is interesting.
is there a way to have it like
skipselect playera player player
then these are selectable from that point on (until next skipselect is defined)
then we can have a blank select screen txt file or something (to define background and music etc) and then those players are selectable only ? (and when loose lives and press continue)
only issue I can think of is as Bloodbane said if you have branches etc and potential additional or reduced unlocked chars (guess this would need scripting and be unavoidable)
rafhot said:could you add a option to not share palette on enemy icon portraits?
something like the 1 flag to not share palette
icon data/chars/pyro/xmenicon.png 1
thanksWhite Dragon said:rafhot said:could you add a option to not share palette on enemy icon portraits?
something like the 1 flag to not share palette
icon data/chars/pyro/xmenicon.png 1
if you use:
icon data/chars/pyro/xmenicon.png 0
you will not show palette
rafhot said:thanksWhite Dragon said:rafhot said:could you add a option to not share palette on enemy icon portraits?
something like the 1 flag to not share palette
icon data/chars/pyro/xmenicon.png 1
if you use:
icon data/chars/pyro/xmenicon.png 0
you will not show palette
i tested and
the flag only works for players at the moment, and i need it to work for enemies
static const char *list_animation_prop[] =
{
"animhits",
"antigrav",
"attack",
"attackone",
"bbox",
"bounce",
"cancel",
"chargetime",
"counterrange",
"delay",
"drawmethods",
"dropframe",
"dropv",
"energycost",
"flipframe",
"followup",
"idle",
"index",
"jumpframe",
"landframe",
"loop",
"model_index",
"move",
"numframes",
"offset",
"platform",
"projectile",
"quakeframe",
"range",
"shadow",
"size",
"soundtoplay",
"spawnframe",
"sprite",
"spritea",
"subentity",
"summonframe",
"sync",
"unsummonframe",
"vulnerable",
"weaponframe"
};
static const char *proplist_attack[] =
{
"blast",
"blockflash",
"blocksound",
"coords",
"counterattack",
"direction",
"dol",
"dot",
"dotforce",
"dotindex",
"dotrate",
"dottime",
"drop",
"dropv",
"fastattack",
"force",
"forcemap",
"freeze",
"freezetime",
"grab",
"grabdistance",
"guardcost",
"hitflash",
"hitsound",
"jugglecost",
"maptime",
"noblock",
"noflash",
"nokill",
"nopain",
"otg",
"paintime",
"pause",
"reset",
"seal",
"sealtime",
"staydown",
"steal",
"tag",
"type"
};
static const char *proplist_attack_coords[] =
{
"coords.height",
"coords.width",
"coords.x",
"coords.y",
"coords.z1",
"coords.z2"
};
static const char *proplist_attack_dropv[] =
{
"velocity.x",
"velocity.y",
"velocity.z"
};
static const char *proplist_attack_staydown[] =
{
"rise",
"riseattack",
"riseattack.stall"
};
static const char *proplist_bbox[] =
{
"height",
"width",
"x",
"y",
"z1",
"z2"
};
static const char *proplist_counterrange[] =
{
"condition",
"damaged",
"frame.max",
"frame.min"
};
static const char *proplist_drawmethods[] =
{
"alpha",
"amplitude",
"beginsize",
"centerx",
"centery",
"channelb",
"channelg",
"channelr",
"clip",
"cliph",
"clipw",
"clipx",
"clipy",
"enabled",
"endsize",
"fillcolor",
"flag",
"fliprotate",
"flipx",
"flipy",
"perspective",
"remap",
"reset",
"rotate",
"scalex",
"scaley",
"shiftx",
"table",
"tintcolor",
"tintmode",
"transbg",
"watermode",
"wavelength",
"wavespeed",
"wavetime",
"xrepeat",
"xspan",
"yrepeat",
"yspan"
};
static const char *proplist_energycost[] =
{
"cost",
"disable",
"mponly"
};
static const char *proplist_jumpframe[] =
{
"frame",
"velocity.x",
"velocity.y",
"velocity.z"
};
static const char *proplist_dropframe[] =
{
"frame",
"velocity.x",
"velocity.y",
"velocity.z"
};
static const char *proplist_followup[] =
{
"animation",
"condition"
};
static const char *proplist_landframe[] =
{
"frame",
"velocity.x",
"velocity.y",
"velocity.z"
};
static const char *proplist_loop[] =
{
"frame.max",
"frame.min",
"mode"
};
static const char *proplist_move[] =
{
"base",
"x",
"y",
"z"
};
static const char *proplist_offset[] =
{
"x",
"y"
};
static const char *proplist_platform[] =
{
"alt",
"depth",
"lowerleft",
"lowerright",
"upperleft",
"upperright",
"x",
"z"
};
static const char *proplist_projectile[] =
{
"bomb",
"flash",
"knife",
"shootframe",
"star",
"throwframe",
"throwframe.base",
"throwframe.x",
"throwframe.y",
"throwframe.z",
"tossframe"
};
static const char *proplist_quakeframe[] =
{
"framestart",
"intensity",
"repeat"
};
static const char *proplist_range[] =
{
"a.max",
"a.min",
"b.max",
"b.min",
"x.max",
"x.min",
"z.max",
"z.min"
};
static const char *proplist_shadow[] =
{
"frame",
"x",
"y"
};
static const char *proplist_size[] =
{
"x",
"y",
"z"
};
static const char *proplist_spawnframe[] =
{
"frame",
"relative",
"x",
"y",
"z"
};
static const char *proplist_spritea[] =
{
"centerx",
"centery",
"file",
"offsetx",
"offsety",
"sprite"
};
static const char *proplist_summonframe[] =
{
"frame",
"relative",
"x",
"y",
"z"
};
static const char *proplist_weaponframe[] =
{
"frame",
"weapon"
};
tested on enemy, it works! it works on icon when you hit the enemy with nolife 0
- commented the "drawing water ..." log msg
O Ilusionista said:I know this is not a request topic, but how hard it would be to make the engine accept animated gifs instead of static gifs for things like title, menu, and all others? This is something such I would benefict almost every modder in this forum![]()
Damon Caskey said:O Ilusionista said:I know this is not a request topic, but how hard it would be to make the engine accept animated gifs instead of static gifs for things like title, menu, and all others? This is something such I would benefict almost every modder in this forum![]()
Afraid I'm going to have to veto this request. We have other plans for those areas that will give you a lot more control than animated .gif (think models). Adding animated .gif support would be too much bloat for overlapping functionality.
DC