Undocumented Header Data for z depth atrribute ?

oldyz

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back in may of 2020 i had shared a small demo with some forum members that featured an attempt at making a Dynamic background.

it was either a demo where a popeye projection would page flip, or a city background

it featured a couple of entities to make it work, and one of the entites had a header attribute that would make the entity about as "z wide" as the level itself, and thus "detect" or intercact with the player anywhere related to z...

i can't find those project files, and cannot remeber the name of the atrribute...

all i know is that this could make the entity as wide as the level itself, and it was only a single number simllar to height speed or health, not 4 values like bbox on animation...
 
not 4 values like bbox
BBox doesn't have 4 values, but 5

bbox {x} {y} {right} {down} {z}

  • Determines where the entity can be hit.
  • {x} and {y} are the x and y coordinates of the top left corner of the box, starting from the top left corner of the frame and moving right/down. {right} is how far to the right of {x} the box extends. {down} is how far down from {y} the box extends.
  • {z} determines how wide the hit area in z axis. It extends to back and front. For instance, setting z to 20 means, the attackbox can hit 20 pixel away to back and front. NOTE: the axis of this z is not same with levels' z axis.
  • You can use negative numbers or numbers outside of the frame's edges. This can save a bit of memory by shaving a few excess rows or columns of pixels off an animation.
  • Can be used multiple times in one animation to change hittable areas mid-animation.
  • To give an entity frames where they cannot be hit, use 'bbox 0 0 0 0 0'. Be sure to add a new bbox when the entity is vulnerable again.
  • For items, this determines where the object can be picked up from.
 
@O Ilusionista
thanks , i was aware of what the manual states -
what is weird, is that NS characters have only 4 digits on the bbox


example :
anim attack1
range 20 50
delay 5
offset 74 125
bbox 61 30 28 70
frame data/chars/ghoul/10
frame data/chars/ghoul/11
delay 10
attack 82 44 49 13 6 0 0 0 20
frame data/chars/ghoul/12
attack 0 0 0 0 0

anim walk
loop 1
delay 15
offset 74 125
bbox 61 30 28 70
@cmd antiwall -1 1 0
@cmd antiwall 1 -1 0
@cmd antiwall 0 5 0
frame data/chars/ghoul/02
frame data/chars/ghoul/03
frame data/chars/ghoul/04
frame data/chars/ghoul/05
frame data/chars/ghoul/06
frame data/chars/ghoul/07
frame data/chars/ghoul/08
frame data/chars/ghoul/09

this means that they are missing Z depth/value? or is the first digit is acting as x & y like on other codes like the older platform values system?

anyway i was trying to figure out why Ash was or seemed "thinner" than other characters
(he falls off in places where other characters do not and some projectiles can't hit him as if he was only 5 to pixels wide or deep)
and i remembered the wierd header value i used on that old page flip demo, i actually had found the answer for this wierd value on the old version of the forum back and before may 2020
 
Last edited:
this means that they are missing Z depth/value?
not trully missing - the engine set a default value for that, but I can't remember if it was 10 or 15.

I use wider bboxes and attack boxes on the Sky stage of Avengers game - on that stage, the characters doesn't move up and and down (Y axis) but rather in Z plane.
So I had to use wider boxes to make the targets to be hit more easily
 
@O Ilusionista

Ha Ha, deadpool pony, always cracks me up...

anyway, it will take me a while until i can find those old demos,
if i am correct and that value exist i think it should be added to the manual
(another reason i want to find it is that endlevel entities can be made wider than they currently are by using it)
also...
i am not sure if the manual should state that the 5th bbox digit can be skipped.... i am adding it to my local version.
 
@O Ilusionista

in case you missed my edit on the other post,

i was trying to figure out why Ash was or seemed "thinner" than other characters
(he falls off in places where other characters do not and some projectiles can't hit him as if he was only 5 to 8 pixels wide or deep)

it does not make any sense, since all of his bbox values feature only 4 digits (i am currently testing with the older 2019 version of the game, where he can easily fall off the van's roof trough the invisible front wall's gap, while the other characters do not)

Hell , even Ortega is missing the 5th digit...

Code:
anim    walk
    @cmd    clearL
    loop    1
    offset    39 101
    delay    10
    bbox    17 3 47 73
    frame    data/chars/ortega/walk01
    offset    32 102
    frame    data/chars/ortega/walk02
    offset    30 103
    sound    data/sounds/ortegawa1.wav
    frame    data/chars/ortega/walk03
    offset    25 104
    frame    data/chars/ortega/walk04
    offset    26 103
    frame    data/chars/ortega/walk05
    offset    33 102
    frame    data/chars/ortega/walk06
    offset    39 101
    frame    data/chars/ortega/walk07
    offset    33 102
    frame    data/chars/ortega/walk08
    offset    26 103
    sound    data/sounds/ortegawa1.wav
    frame    data/chars/ortega/walk09
    offset    25 104
    frame    data/chars/ortega/walk10
    offset    26 103
    frame    data/chars/ortega/walk11
    offset    31 102
    frame    data/chars/ortega/walk12
 
@O Ilusionista and @Bloodbane
thanks , until i find those files , it seems that grabdistance may be the cause.
i am currently fixing a level's "geometry" and it has been a pain, so i think i will run some tests with this tomorrow
 
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