Undocumented feature

DCurrent

Site Owner, OpenBOR Project Leader
Staff member
Found this little tidbit lurking in the code: attackthrottle {rate} {time}

It appears to be a delay for AI between attacks. I assume the idea is to allow using high aggressive settings to give the AI super quick initial "reflexes" but still enough delay between subsequent attacks to avoid unbeatable cheapness.

Its code notes are as follows:

attackthrottle {rate} {time}

rate: chance to cancel attack (must be between 0.0 and 1.0)
time: in seconds, how long should this entity stay tame until next check, the engine will generate a random number between 0 and this value.

note: some action will cancel the timer, for example, getting hit. Seeing the target block or attacking will also affects the timer. A value of 0.5-0.75 should be OK.
 
Cool, I will add to manual.

Other thing that isn't documented is ondrawscript. The only thing I know is that is fired before SCRIPT.
There was some other things undocumented here in the forum, but I forgot what :(
 
There was another UT feature, called "waterflow" or something like that... The feature of that command was to give a special effect, like the floor on the second stage of battletoads DD. I don't know how to explain it so better see what I mean around the minute 7 on the next video:
https://m.youtube.com/watch?v=e27UUmjAMbY
 
That effect is called Parallax. bWWd made it on his He-Man game.
its possible, if I am not wrong, by using bglayer propieties. But if there is any easier mode to do it, it would be great.

edit: added to the manual
 
Yeah it's that effect.

I just read that part on the He-Man thread, and it seems like it was a very complicated feature to accomplished for bWWd, but with UT's command, it was just parameter, maybe similar to drawmrthod (honestly I cannot remember), and MatMan posted an animated gif file showing his test on UT feature.

If nobody else remember how this feature was named, we should ask either UT or MatMan about it.
 
it's part of bglayer command, watermode
~When {watermode} is set to 3, the next 3 parameters ( {amplitude} {wavelength} {wavespeed} ) becomes new ones: {beginsize} {endsize} {perspective}
    ~{beginsize} and {endsize} defines size multiplier of upper and lower border

Code:
bglayer {path} {xratio} {zratio} {xposition} {zposition} {xspacing} {zspacing} {xrepeat} {zrepeat} {transparency} {alpha} {watermode} {amplitude} {wavelength} {wavespeed} {bgspeedratio} / background {path} {xratio} {zratio} {xposition} {zposition} {xspacing} {zspacing} {xrepeat} {zrepeat} {transparency} {alpha}

    ~These 2 command have same effect which is create a background layer with the image at {path}.
    ~The image used must have a width which is a multiple of 4 (ex. 4, 200, 128, not 3, 202, 130).
    ~The height could be any size but make sure it matches screen resolution to avoid void background areas.
    ~Just like any image used by OpenBoR, background and bglayers must use paletted images. In 8 bit colourdepth (default), it must use same palette as 'background' (see above). In 16/32 bit, it can use different palette
    ~Beware though, if bglayers use different palette than background, 'palette' command (see below) won't work
    ~The graphic automatically repeats if the stage is longer than the background.
    ~Layers are drawn in the order they are defined; currently, up to 100 are supported. However 'background' sets the bottommost layer while 'bglayer' sets layers in front of it.
    ~{xratio} and {zratio} determine how fast the layer will scroll; 1 = same scroll speed as panel, 0.5 = same as background, any float value can be used for them. It works also in levels with direction up or down but the layers will autoscroll just like background.
    ~{xposition} and {zposition} determine where the top left corner of the first layer will be. {xposition} is measured from left for direction right levels, from right for direction left, from bottom for direction up and from top for direction down levels.
    ~{xspacing} and {zspacing} determine how how much blank space there will be between repeated layers. Only works if you set repeating layers (see below).
    ~{xrepeat} and {zrepeat} determine how many times the image will repeat. Setting 0 will make layer not drawn at all (it will become palette holder). Setting -1 will make it repeat forever
    ~use 1 for {transparency} to have your transparency color not appear. Remember that this is more processor intensive, so don't use it on images that won't benefit from it. And don't use it for 'background' too since it's the bottommost layer. In 16/32 bit mode, pure black color will be used instead.
    ~{alpha} will display the image using alpha transparency. It works just like for entities. Possible values are 0 to 6. Don't use it for background too.
    ~{watermode} determines water effect. Currently there are 3 modes.
        0 = No water effect for this bglayer
        1 = Water effect for this bglayer is on
        3 = Mode 7 effect
    ~{amplitude} determines the amplitude of sine wave for water effect. Only apply if {watermode} is not 3 (see below)
    ~{wavelength} determines length of sine wave in pixels. It's repeated since it's sine wave. Only apply if {watermode} is not 3 (see below)
    ~{wavespeed} determines the moving speed of sine wave. Only apply if {watermode} is not 3 (see below)
    ~When {watermode} is set to 3, the next 3 parameters ( {amplitude} {wavelength} {wavespeed} ) becomes new ones: {beginsize} {endsize} {perspective}
    ~{beginsize} and {endsize} defines size multiplier of upper and lower border

I was trying to do it in doom, but I never got it perfect.  No one was able to help.  I'll have to check what he did in he-man if bwwd solved it.
 
Die_In_Fire said:
Yeah it's that effect.

I just read that part on the He-Man thread, and it seems like it was a very complicated feature to accomplished for bWWd

Well its just 3 numbers so its not that complicated, complicated part is actually adjusting it so character doesnt float on floor and stays on the ground where he should really be.This takes some time moving Z min/max up and down and and editing your floor graphics.
 
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