weapon block

jonsilva

New member
hello

Is there a way to use the block animation in weapons ?
ive tried using
@cmd changeentityproperty getlocalvar("self") "aiflag" "blocking" 1
but it doesnt seem to work...
 
but iam using one of the lastest versions
OpenBOR_v3.0_Build_4085

I dindnt wanted to change to the lastest
OpenBOR v3.0 Build 4086... due to the elapsed time /random(clock numbers ??!?!)... i would had to start making a new game...
i dindnt want to mess up your work on the new engine with old engine codes
 
thanks
ive just tried 4086 and it seems equal to 4085...
weapon block is now working !!! :)
i just need to roll back a few levels i have some spawning enemies getting stuck on obstacles due to the platform changes... but the platform works better this way
 
This is the second time I've seen comments on platform changes. I'm curious about that myself. There haven't been any intentional platform changes I'm aware of for years.

DC
 
There wasn't any problem so far with platforms, it's just how you use the platforms that give the difference. For that, it would be much easier if we make platforms with OpenBORStats where you can see how walls and platforms structure or if we use the debug function of OpenBOR to draw lines onto the platforms and walls, if there was a faster way to do that (line drawing that will not affect performance and frame rates), that would be a nice idea. This will also be a great idea for Chronocrash too.
 
platform changes

In the old BOR version there was a gap in the platform you could go in and out in certain angles of the plaftform, this would enable the player to exit the platform if he was inside of it... but the player could only move forward up/down or back up/down once inside the platform...

In the new BOR version platforms work the same way has walls

its the same thing has getting stuck inside a wall... When the player/enemie get stuck inside the wall he cant move in any direction...

Also the new platform enables the player to move in altitude(+ -)... without playing the walkoff/duck animation... making the platform work has an elevator

you can check this old post where ive talked about the platform angle
http://www.chronocrash.com/forum/index.php?topic=635.msg5184#msg5184
utunnels commented about it
 
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