platform display layer priority

NED

Well-known member
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Look at the last posts for updates...
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My mod start to progress.
For some stomp move (OTG) I would like not the enemy to face player.
I would like him to stay on the way he was when lying on the ground

I tried to use "forcedirection 0"
I tested with multiple variations...
But it seems that the enemy never stay in the side he was at the begining.

Magggas's mod WHSJ seems to have the same "problem" on stomping moves...

Any help about it??

Thanks
 
0 is the default value.

0  default flip
1  same as attacker
-1 opposite of attacker
2  left
-2 right
other value - no effect

Something like 99 should be safe enough by now.
 
So when I have the frame of the entity that's facing the right, the default value is 0. How about in the in-game when the entity faces left, will value no. 2 change the direction for the entity frame to face left? Like let's say if the entity is facing the right side doing his giant swing, then the other entity that is being swung around faces left.
 
utunnels said:
0 is the default value.

0  default flip
1  same as attacker
-1 opposite of attacker
2  left
-2 right
other value - no effect

Something like 99 should be safe enough by now.

Great! It works, Thanks a lot! Utunnels. :D

Maggas, I suggest you to use it, since it works perfectly. :)
BTW, how to you manage to have your enemy staying on the ground after the stomp move? Perhaps it's a basic thing, but I don't know how to do it... the enemy always fly away... :(
 
Well it is a bit tricky.
In theory you can use dropv to change the default speed and a new attack type to change the animation (usually means a lot of work).
 
In my mod, I used ATTACKUP and ATTACKDOWN as Z movement. (small 3D hop)
Is there a way do give to it a possible cancel with attack button?
Something like that:

Up, up "attackup" -----> push Attack button "dimensionnal attack1"
Down, down "attackdown" -----> push Attack button "dimensionnal attack2"

I thing something can be possible with follow? even if my "3D hop" are non attack move... but how?
 
Thanks.

Now, I try to create my own background.
How can I code the level effectively?

-info about the area you can walk in "OUT" in green here. (how works the offset? x y z?)
-adding a plateform in the level "RING" in pink here.

ringwork004finished.jpg


This is buggy for the moment, because I can't define walking area limits... :-[
bg84864684.jpg



Also, I might need any suggestion for the display of the side ropes and front ropes. priority? how to make it in a different plane without parallax...
 
Well, as far as I can see, its:

- Ring: its a plataform over the "walkable" area (panel)
- Out: its the panel per se.
- Crowd: you can make walls to avoid your chars to walk over them.

look here: http://dcemulation.org/index.php5?title=OpenBORManual#Terrain_Interaction
 
Thanks for pointing the wall/platform options!

About walkable area, I can't understand how it's decided.
The depth (maximum and minimum place you can go in Z axis)
This is my main problem
 
Its quite simple, take a look:
Coords.png


coords [num] [num] These are the coordinates at wich the character will spawn relative to scroll posistion. The first number is the x coordinate, the second number is the y coordinate of the screen. So to spawn a character in the top left of the screen you need coords 0 160. Between x coordinates 0 and 320 an enemy will fall out of the air (objects and items suddenly appear). To have a character walk into the screen you must use a x coordinate of about 350 (to let him walk in from the right) of -30 (to let him walk in from the left). Use a larger x coordinate for biker-k's (e.g. 400), because of their speed. Mandatory

is set when you call the stage:

z {zmin} {zmax} {BGheight}

~Changes the location of stage boundaries.
~{xmin} is how high up entities can walk. It starts at the top and works down, so larger numbers mean less room. Defaults to 160.
~{xmax} is how far down the character can walk. It also goes down from the top. Defaults to 232.
~{BGheight} changes where the bottom of the background is drawn. Defaults to 160. By changing this value, you can make the background match an altered {xmin}.
~This can be set once per level. You can change it between two stages. If you need to change it during a stage, you should combine it with the "wall" command in the stage itself.
~You can spawn entities outside of this range, but once they enter the playing field they can't escape again.

http://dcemulation.org/index.php5?title=OpenBORManual#Body
 
Like what O said, you need to set the zmin, the zmin, and the bgheight. Do you see the image O posted here? That 160 is the default and it's a zmin, but you can change the number of the zmin less or more than 160 for a panel. What I mean is you can put the number like 120 under zmin and the 250 under zmax. bgheight, you match the xmin (or zmin).

For the floor on top, you need to set a platform just for your character to jump out of there for reaching to outside. Also, for the corners, you need to set walls so that you won't get to walk on the crowd. LOL Also, if you want the camera to move where your character is, you should set cameratype 1 (sorry if I forgot the name but I still remember the value is 1).

I have planned to make an out-of-the-ring panel for my mod and that's what I will do for it.

 
ned, for starter, why don't you just focus on the ring? meaning the playing field is only the ring. Anything outside the ring is blocked.

Also, you need to set walls to make the ring especially the left and right edge.
 
Thanks to all of you.
I think I will forget this stage for the moment, since it's too complicated and can generate problems.

Also this BG is too small (I mean it was made for smaller characters from Muscle buster) so, it's weird.

For the moment, I'll stick to the older background ringstage from S.Fightin Spirit mod by bWWd.

Edit : I still continue working on this one even if it can be buggy.
I take it like some training to understand how Openbor works.

The walkable area is OK now.
I try to add a wall/platform, but for some values there is 2 numbers to put in one place, right?

My exemple (the platform appear in a bad area)
wall 162 465 240 320 162 465 755 320 833 130 55

what i've done exactly
wall {320 162} {465 240} {320 162} {465 755} {320 833} {130}{55}

wall {xpos} {zpos} {upperleft} {lowerleft} {upperright} {lowerright} {depth}{alt}
 
You are setting too many parameters for wall. Each parameter in wall command only needs 1 value.

I'm sorry I can't give correct value without image reference + I'm not sure what wall you want make here
 
So how can I decide of a specific dot/pixel just with one value?
I'll try to experiment it... ???


About the picture, basically this is this one, (without colors lines)
So the size is the same.

ringwork004finished.jpg


EDIT : finally what I had to understand is that all the corner values was only x value! Now it works

Next step, adding a layer/sprite for the actual ring (panel?)
and placing it on the right Z axis place. so you can go in front or behind.
 
I'm working on the ring appearance (layer sprites...)
I use this picture as a panel (without the colored lines)
ringwork004finished.jpg

the ring "virtual" platform is coded.

for the moment eveything is on one layer.
But I want to add a visual layer of the ring to be more realistic in order to move around (behind, un front...)
-If you go behind the ring or on the sides, the ring is displayed in front of you.
-If you go right in front of the ring, the ring is displayed behind you.

How can I add this ring layer the right way.
I think it depend on the Z offset, or thomething like that??

I don't have to use an obstacle since the ring platform/wall is already coded...
 
Any advice about it?
Obstacle is the solution for this ring layer?

ringproblem000.jpg


My wall/platform code (from THIS specific level)
wall 299 584 100 0 738 838 170 67
 
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