[SOLVED] WALL BUG in OpenBOR Build 3946

White Dragon

New member
utunnels there is a serious bug in this version with the walls.
I can not overlay the walls. It 'a very useful thing if you want to get certain types of platforms instead.
Ex.:
wall    2965  1016  0            750            2980       2980    746  50 # Platform wall
wall    3195  1050  0              600            910              1510    600  1000 # block wall

the second wall has the function to block the movement lower.
Instead, the character disappears (is on the wall) when character is near the wall!
Please fix the problem!! =(

ps. again the walls are bugged becouse at random time the character dies if it exceeds the edges =(
ps2. If it is possible you could also add the function readInt() to read the integers from a binary file like bor.hi?
 
thanks utunnels, I was having the same issue with a antiwall code (and subject_to_wall too). On the 3947 version, its working fine!

But this isn't working yet, when you use it on a enemy
subject_to_minz 1
subject_to_maxz 1

the enemy can't go outside the "walkable" area.
 
It is the AI code that prevent them from walking outside, unless you do freespecial or something that force them to.
 
I tried with Freespecial, the same thing happens:

Code:
anim	freespecial1
	range	-88 168
	rangez	-20 120
	loop	0
	delay	15
	offset	90 116
	@script
if(frame == 16){
void self = getlocalvar("self");
killentity(self);
}
	@end_script	
	hitfx	data/sounds/robohit3.wav
	platform	82 122 -47 -47 36 37 34 25
	frame	data/chars/soldier/carro.gif
	delay	5
	frame	data/chars/soldier/carro0.gif
	frame	data/chars/soldier/carro1.gif
	frame	data/chars/soldier/carro2.gif
	frame	data/chars/soldier/carro3.gif
	frame	data/chars/soldier/carro2.gif
	frame	data/chars/soldier/carro3.gif
	frame	data/chars/soldier/carro2.gif
	sound	data/sounds/accel.wav
	blast	24 54 128 69 20 1 0 0 0 20
	@cmd	dasher 6 0 6
	frame	data/chars/soldier/carro3.gif
	frame	data/chars/soldier/carro4.gif
	frame	data/chars/soldier/carro5.gif
	frame	data/chars/soldier/carro4.gif
	frame	data/chars/soldier/carro5.gif
	frame	data/chars/soldier/carro4.gif
	frame	data/chars/soldier/carro5.gif
	frame	data/chars/soldier/carro4.gif
	frame	data/chars/soldier/carro5.gif

Car's header:

Code:
name Car_Soldier
type	enemy
health 1
gfxshadow 0
hostile player
candamage player npc obstacle
falldie  1
nopain 1
nodrop 1
cantgrab 1
nomove 1 1
subject_to_minz 1
subject_to_maxz 1

nolife 1

palette       data/chars/soldier/carro.gif
alternatepal	data/chars/soldier/cpal2.gif
alternatepal	data/chars/soldier/cpal3.gif
alternatepal	data/chars/soldier/cpal4.gif

diesound data/sounds/die2.wav
throw 4 3

animationscript data/scripts/escript.c

plus, seams that the platform code isn't flipped when you flip the char, right?
 
that is not what the manual says:
subject_to_minz {int}

~This command toggles minimum Z bounding for entity on field.
0 = Entity can't move beyond current zmin or minimum z. Default for most entities.
1 = Entity can move beyond current zmin or minimum z. Default for panel type entities.

Myself I think the logic is reversed (0 to say that a condition is TRUE), but its me.

So, the manual is wrong?
 
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