White Dragon
New member
OpenBOR build 6330
NEWS:
added joystick rumble mode for all SDL ports configurable by options (Wii port is now configurable too).
added vibration for virtual touchpad configurable by options.
added Plug'N'Play with connection/disconnection log data
added permanent keys: touchpad for Android and keyboard for all ports that use keyboard (Windows etc..)
added "rising" and "risingattack" to aiflag
added backpain new animations:
*backrises, backriseb, backriseattackb, backriseattacks,
*backshock, backburn, backburnpain, backshockpain,
*backblockpain, backblockpains, backblockpainb
all activable via "backpain 1" on entity header
added "prevanimationid" to getentityproperty useful to know previous animation ID
added aiflag "ducking" to entityproperty
added animations: DUCKING (before DUCK animation) and DUCKRISE (after DUCK animation)
added DUCK and DUCKATTACK to A.I. control
for enemy that use DUCK you can use "range {min} {max}" animation command for custom DUCK when the entity is in that custom range..
added "edge" to entityproperty. It's 1 if an entity is on edge of a wall/platform/hole
added edgerange to model command:
set edgerange {x} {z} (float values) to set the edge detection in horizontal/depth distance
edgerange available via script by entityproperty too
added EDGE and BACKEDGE animation to have an unbalanced animation for an entity at the edges of wall/platform/hole
added VICTORY pose animation: actived when you defeat all bosses in a level.
added LOSE and FALLLOSE animations: actived when you got a time-over
added new attack ATK_LOSE for custom attacks
added lose attack command into animations
added "numbosses" (total count) and "bossescount" (bosses left) to openborvariants
added checkbase(x, z, y, entity_to_exclude) to check the base in a given point of level. Generally entity_to_exclude is self but this param is optional.
added subtype: boomerang
added boomerang {name} command to entity header to define default boomerang entity
added custboomerang {name}
added model command boomerangvalues {acceleration} {horizontal_distance}
so...
IMPROVEMENTS:
- start logo and menu into fullscreen for Android
- improved upper attack animation that now it uses logic like a normal attack (attackthrottletime, nextattack time, min_noatk_chance, etc..)
- fixed many crashes at menus...
- fixed ram visualization for windows and android
- fixed time-over
- fixed credits display
- many, many and... many bugs fixed!!
INTERNAL:
- more clean code
- support for new GCC8+ compilers
- fixed namespace conflicts
- updated SDL for all ports
- new windows C/C++ compiler: Mingw-w64 (used by SDL and MAME project too..)
- many improvements on main code and ports code..
PS.: This is a my present for you before my regards..
DOWNLOAD: https://github.com/DCurrent/openbor/releases
NEWS:
added joystick rumble mode for all SDL ports configurable by options (Wii port is now configurable too).
added vibration for virtual touchpad configurable by options.
added Plug'N'Play with connection/disconnection log data
added permanent keys: touchpad for Android and keyboard for all ports that use keyboard (Windows etc..)
added "rising" and "risingattack" to aiflag
added backpain new animations:
*backrises, backriseb, backriseattackb, backriseattacks,
*backshock, backburn, backburnpain, backshockpain,
*backblockpain, backblockpains, backblockpainb
all activable via "backpain 1" on entity header
added "prevanimationid" to getentityproperty useful to know previous animation ID
added aiflag "ducking" to entityproperty
added animations: DUCKING (before DUCK animation) and DUCKRISE (after DUCK animation)
added DUCK and DUCKATTACK to A.I. control
for enemy that use DUCK you can use "range {min} {max}" animation command for custom DUCK when the entity is in that custom range..
added "edge" to entityproperty. It's 1 if an entity is on edge of a wall/platform/hole
added edgerange to model command:
set edgerange {x} {z} (float values) to set the edge detection in horizontal/depth distance
edgerange available via script by entityproperty too
added EDGE and BACKEDGE animation to have an unbalanced animation for an entity at the edges of wall/platform/hole
added VICTORY pose animation: actived when you defeat all bosses in a level.
added LOSE and FALLLOSE animations: actived when you got a time-over
added new attack ATK_LOSE for custom attacks
added lose attack command into animations
added "numbosses" (total count) and "bossescount" (bosses left) to openborvariants
added checkbase(x, z, y, entity_to_exclude) to check the base in a given point of level. Generally entity_to_exclude is self but this param is optional.
added subtype: boomerang
added boomerang {name} command to entity header to define default boomerang entity
added custboomerang {name}
added model command boomerangvalues {acceleration} {horizontal_distance}
so...
Code:
BOOMERANG RECAP:
model keys:
- subtype boomerang
- aimove boomerang
model commands:
- boomerang {name}
- boomerangvalues {acceleration} {horizontal_distance}
animation commands:
- custboomerang {name}
animations:
- getboomerang
- getboomeranginair
*** use range {min} {max} to get the boomerang by range
openbor script:
changed access to boomerang props in openbor script:
get/change entityproperty "boomerang" "acceleration" {val}
get/change entityproperty "boomerang" "hdistance" {val}
--- EXAMPLES ---
using subentity and spawnframe example:
- for player set type npc, for enemies set type enemy
- subentity boomerang
- spawnframe 0 5 0 30
using custboomerang example:
- custboomerang boomerang
- throwframe 0 30
IMPROVEMENTS:
- start logo and menu into fullscreen for Android
- improved upper attack animation that now it uses logic like a normal attack (attackthrottletime, nextattack time, min_noatk_chance, etc..)
- fixed many crashes at menus...
- fixed ram visualization for windows and android
- fixed time-over
- fixed credits display
- many, many and... many bugs fixed!!
INTERNAL:
- more clean code
- support for new GCC8+ compilers
- fixed namespace conflicts
- updated SDL for all ports
- new windows C/C++ compiler: Mingw-w64 (used by SDL and MAME project too..)
- many improvements on main code and ports code..
PS.: This is a my present for you before my regards..
DOWNLOAD: https://github.com/DCurrent/openbor/releases