Best Manual?

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Chakan923

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Hi, first post here. Used to be fairly active over on Lavalit when it was around, and I'm still trying to complete my mod, 5+ years in the making. Anyway, I just needed to know... Is the manual over on DCEmulation really outdated? Has there been more features implemented since March of last year?
 
Guys,

we will open the Wiki at DCEmu for the public contributions soon, that means we will allow editing by users sharing one public user account.  :)
 
Just to let you guys know, I am in charge of update both manuals.
I am just waiting Damon Caskey and the admin at DC Emulation give me the access and I will update both.

I like to be as helpful as I can to a community, and since the coders are always busy, this is my way to contribute :)

Good news: I got acces to the DCEmulation's manual, I will be editing it with all the missing stuff.
 
The public account for Wiki contributors at DCEmulation.org is:

Username: OpenBOR
Password: Fe6SgHl1N26J0lW

This account can be used by anyone interested in contributing!  :)

The direct link to the manual: http://dcemulation.org/index.php5?title=OpenBORManual
 
I've added/updated the following itens at the DCEmulation manual:

blockback {bi}
noquake {b1} {b2}
nosame {b1} {b2}
nocmdcompatible {bi}
bflash

I don't know where to put the following itens:

• Added support for the >>, <<, &, |, and ^  operators to the script engine.  They work the same way that they do in C.  All shifts are unsigned, not arithmetic.

• Support for alpha masks for fonts.  The naming convention is data/scripts/fontmask, data/scripts/fontmask2, etc. for font, font2, etc.  The masks themselves work the same way as they do for frames of entity animations.


• New animation command sync opened to modder. Using sync {animation name} will make the two animation synchronize with each other. For exmpale, in a horse riding stage, you can make idle and walk switch seamlessly.

Better to check the topic, there are more things there, like the include
http://www.chronocrash.com/forum/index.php?topic=448.0


bindentity(entity, target, int x, int z, int a, int direction, int bindanimation)
~Bind entity to target, so the target moves, the entity moves.
~x, z, a: relative to target.
~direction: 0 no change 1 same direction as target -1 opposite direction as target 2 always right -2 always left
~bindanimation: 0 No effect. 1 Keep same animation as the target. 2 Also keep same frame as the target. 4 Kill the entity if the animation doesn't match.
~To unbind a entity, use bindentity(entity, NULL());
~Notice: You can combine those values for bindanimation, so it can be 6 which means 2 and 4.
 
Added to the manual:

offscreen_noatk_factor {bi}
*~This command determines the ability of an entity to be able to attack while off screen. Useful to prevent entities that use ranged attacks like shots for example, they can attack without being in the visible area.
**0 Means that the entity can attack outside the visible area (default)
**1 Means that the entity CAN NOT attack outside the visible area.

nodropspawn {bi}

*~When it is on, the spawn position will be restricted to spawn entry setting.


min_noatk_chance {float}
*~Determines the minimal chance of an enemy attack.

max_noatk_chance {float}
*~Determines the max chance of an enemy attack.

noatk_duration {float}

noatk_duration affects how long the no attack period should last in seconds. Usually you don't need to change that (0.5-0.75 should be fine).
 
Added Translations to the manual
http://dcemulation.org/?title=OpenBORManual#Translations

Translations
Since version 3959, it is possible to translate the texts used in the engine. The translation file is called "translation.txt" and should be placed inside the "data" folder.

Check the file to further instructions.
 
Added to manual:

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.
 
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