Recent content by Bloodbane

  1. Bloodbane

    Creating an "ammo" system w/o a weapon?

    I suggest using keyscript to access this attack. The script checks ammo count before deciding to allow performing the attack or not.
  2. Bloodbane

    Preexisting score/lives after game ends?

    Which build are you using?
  3. Bloodbane

    To make an enemy as subtype biker but with anim fall

    It's hard to explain in detail. Here's the script though: anim follow1 @script if(frame>=1){ void self = getlocalvar("self"); int x = getentityproperty(self, "x"); // Get current x coordinate int z = getentityproperty(self, "z"); // Get current y coordinate int...
  4. Bloodbane

    To make an enemy as subtype biker but with anim fall

    Well, if it works for you then you could use it. I prefer using script so I could control where the enemy would pick the next z coord after leaving the screen.
  5. Bloodbane

    To make an enemy as subtype biker but with anim fall

    Try adding nomove 0 1 in enemy's header.
  6. Bloodbane

    Bombs(Grenades)&Bullets

    I think your question is pretty generic. You should try Sailor Moon demo to see how burglar enemies throw grenades and fires pistol.
  7. Bloodbane

    To make an enemy as subtype biker but with anim fall

    Alright, after finding proper character to show this, I've made this enemy called GoonRun. As his name implies, this enemy runs all of the time and act like SoR2 biker. However, he reacts like normal enemy if struck by attacks. HTH
  8. Bloodbane

    Golden Axe Cartoon

    I don't have much expectation to cartoon adaptation of Golden Axe or any video game. Let alone a comedy version.
  9. Bloodbane

    To make an enemy as subtype biker but with anim fall

    Are you trying to make enemy which moves back n forth like a biker enemy but when he/she/it is defeated, he/she/it will play anim fall? The fall animation is similar to any default character right?
  10. Bloodbane

    Script to avoid Stuck NPC

    Keeping enemies from going too far offscreen is doable. There are 2 ways (at least) to do it: 1. Placing a pair of invisible huge block offscreen, one to the left and the other to the right. The one on the right could be removed with script if needed to allow progressing. 2. Using enemy puller...
  11. Bloodbane

    Force Changing Animations

    Oh, for ladder climbing system, it's best to use script to detect nearby ladder and enter climbing state. You should try Double Dragon Mini to see such script.
  12. Bloodbane

    Frame Drop

    It's hard to help without knowing what you've actually done or without trying the game ourselves. You'd have to share the game for us to test and diagnose.
  13. Bloodbane

    Force Changing Animations

    It is possible to change animation when player is close to another entity but why would player do that? If the purpose is to change weapon, it would be easier to use item either using subtype touch or itembox for that.
  14. Bloodbane

    Question about the "ground" in OpenBOR

    Sorry about that. Multitasking made me forgot my old scripts. Anyways, to solve your negative altitude issue, I suggest making clone of grabbed pose in FALL4 whose offset is lower than the actual one. With this clone frame, the set altitude for position function would be higher and positive.
  15. Bloodbane

    Question about the "ground" in OpenBOR

    I believe this is the cause: This function binds opponent at 0 altitude difference or IOW if the grabbed is on the ground, the opponent would be on the ground as well. This causes opponent (which is playing FALL animation) to spawn dust and fall sound as if he/she/it has landed on ground. The...
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