How to summon entity several times

darkneo

Member
Hi all, this is the first time I write in here, I want to ask maybe a dumb question, I'm making my own openbor game and I want to do a free special that need summon entities several times, I've read the openbor manual then I know it can summon once only in a group unless you wrote the script, but the problem is I don't know how to write script, so may someone can teach me how to solve this situation? Thanks and peace!
 
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Hey, welcome to the awesome site.
There is no such thing a dumb question.
You are not alone.. I am kinda new too, but I could help you a bit based on the Bloodbane's scripts and others.
I have not made my own game yet as I've been modifying the Final Fight LNS as a learning experience, but this game is not easy lol.
I've worked on the summmons before, so I think I could help you somehow.
To be clear, so you would like to spawn different entities one after another, so that you can have multiple summons on the screen at the same, correct?
When they are spawned, do they have a lifebar or they die after their lifespan expires? Are they active moving and executing skills by their own?
Can you provide us what you have done so far?
 
Hi all, this is the first time I write in here, I want to ask maybe a dumb question, I'm making my own openbor game and I want to do a free special that need summon entities several times, I've read the openbor manual then I know it can summon once only in a group unless you wrote the script, but the problem is I don't know how to write script, so may someone can teach me how to solve this situation? Thanks and peace!
The engine has some native solutions for that, were you can use a single line to do so:


This is an animationscript, so you can paste it on different frames to call more entities:

@cmd projectile 0 "nameoftheprojectile" 20 1 30 0 0 0
frame *path_to_image*
@cmd projectile 0 "nameoftheprojectile" 20 1 30 0 0 0
frame *path_to_image*

you can even put more on the same frame

@cmd projectile 0 "nameoftheprojectile" 20 1 30 0 0 0
@cmd projectile 0 "nameoftheprojectile" 20 1 30 0 0 0
frame *path_to_image*
 
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Hi, thank you for your reply.
Now my situation is, I want my character to use his super, so he will summon the super effect first, then he summons his car rush out and crash the enemies. You said you've been modifying the Final Fight LNS as a learning experience, so what I mean is exactly like Punisher use his super 2 (he kneels down and a van rush out). I try to study their scripts and commands but these are too difficult for me now.
I try to write my own commands and my character just only summon the car but no super effect, I think it may need unsummonframe to cancel the effect first?
Hey, welcome to the awesome site.
There is no such thing a dumb question.
You are not alone.. I am kinda new too, but I could help you a bit based on the Bloodbane's scripts and others.
I have not made my own game yet as I've been modifying the Final Fight LNS as a learning experience, but this game is not easy lol.
I've worked on the summmons before, so I think I could help you somehow.
To be clear, so you would like to spawn different entities one after another, so that you can have multiple summons on the screen at the same, correct?
When they are spawned, do they have a lifebar or they die after their lifespan expires? Are they active moving and executing skills by their own?
Can you provide us what you have done so far?
 
Okay, I use other method try to show what I mean first.
 

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#But if I use the commands below, he can't show his super effect but batmobile can.


anim attackdown
sound data/sounds/super1.wav
summonframe 0 -240 -198 0
subentity super
unsummonframe 1
delay 15
offset 31 87
frame data/chars/mk/calling-2.png
delay 10
offset 31 87
frame data/chars/mk/calling-1.png
offset 31 87
frame data/chars/mk/calling-2.png
offset 31 87
frame data/chars/mk/calling-6.png
offset 31 87
frame data/chars/mk/calling-5.png
offset 31 87
frame data/chars/mk/calling-4.png
offset 31 87
frame data/chars/mk/calling-5.png
offset 31 87
frame data/chars/mk/calling-2.png
offset 31 87
frame data/chars/mk/calling-1.png
delay 15
offset 31 87
frame data/chars/mk/select1.png
delay 15
offset 41 82
frame data/chars/mk/idle1.png
delay 8
offset 41 80
frame data/chars/mk/grappling-01.png
offset 41 80
frame data/chars/mk/grappling-02.png
delay 5
offset 59 82
frame data/chars/mk/grappling-03.png
offset 39 86
frame data/chars/mk/grappling-04.png
delay 8
offset 39 86
frame data/chars/mk/grappling-05.png
offset 29 101
frame data/chars/mk/grappling-06.png
delay 30
offset 38 111
frame data/chars/mk/grappling-07.png
delay 3
sound data/sounds/grappling_gun.wav
offset 38 114
frame data/chars/mk/grappling-08.png
offset 38 115
frame data/chars/mk/grappling-09.png
sound data/sounds/string_flying.wav
offset 38 142
frame data/chars/mk/grappling-10.png
offset 38 169
frame data/chars/mk/grappling-11.png
offset 38 196
frame data/chars/mk/grappling-12.png
offset 38 223
frame data/chars/mk/grappling-13.png
sound data/sounds/string_flying.wav
offset 38 250
frame data/chars/mk/grappling-14.png
offset 38 277
frame data/chars/mk/grappling-15.png
offset 38 304
frame data/chars/mk/grappling-16.png
offset 38 331
frame data/chars/mk/grappling-17.png
sound data/sounds/string_flying.wav
offset 38 358
frame data/chars/mk/grappling-18.png
offset 38 385
frame data/chars/mk/grappling-19.png
offset 38 412
frame data/chars/mk/grappling-20.png
offset 38 439
frame data/chars/mk/grappling-21.png
sound data/sounds/string_flying.wav
offset 38 466
frame data/chars/mk/grappling-22.png
offset 38 493
frame data/chars/mk/grappling-23.png
offset 38 520
frame data/chars/mk/grappling-24.png
offset 38 547
frame data/chars/mk/grappling-25.png
delay 48
sound data/sounds/nailed.wav
offset 38 553
frame data/chars/mk/grappling-26.png
delay 3
sound data/sounds/pulljump.wav
offset 50 558
frame data/chars/mk/grappling-27.png
offset 50 573
frame data/chars/mk/grappling-27.png
offset 50 588
frame data/chars/mk/grappling-27.png
offset 50 603
frame data/chars/mk/grappling-27.png
offset 50 618
frame data/chars/mk/grappling-27.png
offset 50 633
frame data/chars/mk/grappling-27.png
offset 50 648
frame data/chars/mk/grappling-27.png
offset 50 663
frame data/chars/mk/grappling-27.png
offset 50 678
frame data/chars/mk/grappling-27.png
offset 50 693
frame data/chars/mk/grappling-27.png
offset 50 708
frame data/chars/mk/grappling-27.png
offset 50 723
frame data/chars/mk/grappling-27.png
offset 50 738
frame data/chars/mk/grappling-27.png
offset 50 753
frame data/chars/mk/grappling-27.png
offset 50 768
frame data/chars/mk/grappling-27.png
offset 50 783
frame data/chars/mk/grappling-27.png
offset 50 798
frame data/chars/mk/grappling-27.png
offset 50 813
frame data/chars/mk/grappling-27.png
offset 50 828
frame data/chars/mk/grappling-27.png
offset 50 843
frame data/chars/mk/grappling-27.png
delay 110
offset 50 843
frame data/chars/mk/grappling-27.png
quakeframe 62 10 2
summonframe 52
subentity batmobile
unsummonframe 100
delay 1
offset 112 265
attack 0 0 0 0 0 0
frame data/chars/mk/respawn1.png
offset 112 260
frame data/chars/mk/respawn1.png
offset 112 255
frame data/chars/mk/respawn1.png
offset 112 250
frame data/chars/mk/respawn1.png
offset 112 245
frame data/chars/mk/respawn1.png
offset 112 240
frame data/chars/mk/respawn1.png
offset 112 235
frame data/chars/mk/respawn1.png
offset 112 230
frame data/chars/mk/respawn1.png
offset 112 225
frame data/chars/mk/respawn1.png
offset 112 220
frame data/chars/mk/respawn1.png
offset 112 215
frame data/chars/mk/respawn1.png
offset 112 210
frame data/chars/mk/respawn1.png
offset 112 205
frame data/chars/mk/respawn1.png
offset 112 200
frame data/chars/mk/respawn1.png
offset 112 195
frame data/chars/mk/respawn1.png
offset 112 190
frame data/chars/mk/respawn1.png
offset 112 185
frame data/chars/mk/respawn1.png
offset 112 180
frame data/chars/mk/respawn1.png
offset 112 175
frame data/chars/mk/respawn1.png
offset 112 170
frame data/chars/mk/respawn1.png
offset 112 165
frame data/chars/mk/respawn1.png
offset 112 160
frame data/chars/mk/respawn1.png
offset 112 155
frame data/chars/mk/respawn1.png
offset 112 150
frame data/chars/mk/respawn1.png
offset 112 145
frame data/chars/mk/respawn1.png
offset 112 140
frame data/chars/mk/respawn1.png
offset 112 135
frame data/chars/mk/respawn1.png
offset 112 130
frame data/chars/mk/respawn1.png
offset 112 125
frame data/chars/mk/respawn1.png
offset 112 120
frame data/chars/mk/respawn1.png
offset 112 115
frame data/chars/mk/respawn1.png
offset 112 110
frame data/chars/mk/respawn1.png
offset 112 105
frame data/chars/mk/respawn1.png
offset 112 100
frame data/chars/mk/respawn1.png
offset 112 96
frame data/chars/mk/respawn1.png
delay 1
offset 128 82
frame data/chars/mk/respawn2.png
offset 113 86
frame data/chars/mk/respawn3.png
delay 10
offset 63 54
sound data/sounds/cape.wav
frame data/chars/mk/respawn4.png
delay 63
offset 62 54
frame data/chars/mk/respawn5.png
offset 62 54
frame data/chars/mk/respawn5.png
delay 8
offset 48 54
frame data/chars/mk/get1.png
 
Hi, thank you for your reply.
Now my situation is, I want my character to use his super, so he will summon the super effect first, then he summons his car rush out and crash the enemies. You said you've been modifying the Final Fight LNS as a learning experience, so what I mean is exactly like Punisher use his super 2 (he kneels down and a van rush out). I try to study their scripts and commands but these are too difficult for me now.
I try to write my own commands and my character just only summon the car but no super effect, I think it may need unsummonframe to cancel the effect first?
For this, you don't really need to use summonframe. You can just use @cmd projectile as

O Ilusionista

suggested because it will make your life easier. Just change the type "projectile" to none, it should work.
Check out my FFX Auron in FF LNS. I am currently adding demon raging skill.
 
For this, you don't really need to use summonframe. You can just use @cmd projectile as

O Ilusionista

suggested because it will make your life easier. Just change the type "projectile" to none, it should work.
Check out my FFX Auron in FF LNS. I am currently adding demon raging skill.
Yes, I just make it and thank you for your guide, very much appreciated for your help!
Very cool video, you've done a great job, man!
 
Yes, I just make it and thank you for your guide, very much appreciated for your help!
Very cool video, you've done a great job, man!
Great, There are nice people with alot of experience on this site, especially Bloodbane (I greatly appreciate for his help and hard work, he has been helping me a lot lately).
Don't hesitate to ask questions whenever you are stuck.
 
Hi all, after using the @cmd projectile to spawn the vehicle, everything is perfect and I can spawn it in anytime, just one more little problem...why I can't spawn it when I very near the edge of screen?
 
Hi all, after using the @cmd projectile to spawn the vehicle, everything is perfect and I can spawn it in anytime, just one more little problem...why I can't spawn it when I very near the edge of screen?
hmmm, it is probably spawned off screen since you are close to the edge of the screen.
what are the values that you setup for @cmd projectile ?
When the Batmobile is spawned, how far away it is from the player?
Without looking at your Batmobile code, it is hard to know what's going on.
 
hmmm, it is probably spawned off screen since you are close to the edge of the screen.
what are the values that you setup for @cmd projectile ?
When the Batmobile is spawned, how far away it is from the player?
Without looking at your Batmobile code, it is hard to know what's going on.
I forgot my batmobile offset but I set only few pixels in front of the batmobile. The @cmd projectile offset x-axis is -240 because I want it look like the batmobile is coming behind from the Batman. If I'm not near the edge of screen, everything is okay and the batmobile was spawned and running. But it's not if I near the edge, that's strange.
 
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