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OpenBOR v3.0 Build 4287 (Windows/Wii/Android)

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Great work on updates i noticed you can choose to disable game o er and hall of fame screens how about the level complete screen
 
O Ilusionista said:
As far as i know, spk files just works with the build they were intended to. They are bonded to it.

This. Thought I'd explained this before. SPK support was a pet project of SX outside of the main engine. It was never a very practical setup (SX's words, not mine), and support was dropped shortly before he left. It's not coming back any time soon.

DC
 
White Dragon, I have a question:
setspawnentry:
- added type (entity type like player, enemy, npc, etc..) useful to change the type at spawn
- added parent

Should this be added here?

setspawnentry(propname, values)

~Set a property of the spawn entry. These's a global spawn entry, you can change its properties so you can use it to spawn an entity.
~'propname' is the property's name. Check spawn command in level's .txt.
~'values' is new value.
~Property names: All supported in a spawn entry, except 2p/3p/4pspawn.
 
O Ilusionista said:
White Dragon, I have a question:
setspawnentry:
- added type (entity type like player, enemy, npc, etc..) useful to change the type at spawn
- added parent

Should this be added here?

setspawnentry(propname, values)

~Set a property of the spawn entry. These's a global spawn entry, you can change its properties so you can use it to spawn an entity.
~'propname' is the property's name. Check spawn command in level's .txt.
~'values' is new value.
~Property names: All supported in a spawn entry, except 2p/3p/4pspawn.

yes, example:
setspawnentry("parent", entity);
setspawnentry("type", openborconstant("TYPE_ENEMY"));


Ps.
new version here:
http://www.chronocrash.com/forum/index.php?topic=3117.0
 
Another question - are those descriptions right?

HITWALL (players,enemies)
*~Optional.
*~This animation is played when entity hits a wall while falling.


HITPLATFORM (players,enemies)
*~Optional.
*~This animation is played when entity hits a platform while jumping.


HITOBSTACLE (players,enemies)
*~Optional.
*~This animation is played when entity hits an obstacle while falling.
 
O Ilusionista said:
Another question - are those descriptions right?

HITWALL (players,enemies)
*~Optional.
*~This animation is played when entity hits a wall while falling.


HITPLATFORM (players,enemies)
*~Optional.
*~This animation is played when entity hits a platform while jumping.


HITOBSTACLE (players,enemies)
*~Optional.
*~This animation is played when entity hits an obstacle while falling.

one little issue.

here right:

HITWALL (players,enemies)
*~Optional.
*~This animation is played when entity hits a wall while falling.

HITPLATFORM (players,enemies)
*~Optional.
*~This animation is played when entity hits a platform while falling.

HITOBSTACLE (players,enemies)
*~Optional.
*~This animation is played when entity hits an obstacle while falling.


If you're updating the DOC... I love you!! For any help just.. ask!!
 
White Dragon said:
simply in levels.txt write
completebg 0

Mmm... stage complete screen is only active if we add Next command after the level. So does this mean completebg 0 will disable any Next command?

While I'm here, I'd like to ask about finishlevel() function again. What can it do aside of ending current level?
 
Bloodbane said:
White Dragon said:
simply in levels.txt write
completebg 0

Mmm... stage complete screen is only active if we add Next command after the level. So does this mean completebg 0 will disable any Next command?

While I'm here, I'd like to ask about finishlevel() function again. What can it do aside of ending current level?

finishlevel() is the script version of next.

do you prefer disable just a determinate SET for complete screen without using completebg 0?
to disable a complete screen for a level just don't set NEXT.
 
HITWALL (players,enemies)
*~Optional.
*~This animation is played when entity hits a wall while falling.

HITPLATFORM (players,enemies)
*~Optional.
*~This animation is played when entity hits a platform while falling.

HITOBSTACLE (players,enemies)
*~Optional.
*~This animation is played when entity hits an obstacle while falling.

Congratulations White Dragon!
This new animations are really useful.
I make some test and works perfect.
Thanks for tour great work my friend!

 
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