Recent content by Bloodbane

  1. Bloodbane

    followcond/anim

    I've recalled that there is example for #1 which is Fighter's 50% chance to block attack instead of being in pain. You can try him in Map demo.
  2. Bloodbane

    how do i make a scroling text box in openbor

    Scrolling text box... oh that one. name prol2 type none lifespan 34 setlayer 400 anim idle loop 1 movea 1 delay 5 offset 124 -30 frame data/scenes/prol/prol2A.gif This text moves upward slowly with speed of 1 pixel per...
  3. Bloodbane

    followcond/anim

    Hmmm... I have 2 ideas for scripted blocking system: 1. Damage script which nullifies latest damage and changes animation to new "block" animation. 2. Ondoattack script which nullifies latest damage and changes animation to dodge animation. It's similar to the one I've shared in this thread.
  4. Bloodbane

    Spawn and camera question

    Oh spawn1 & spawn2 would only spawn respective player onscreen. If you want to spawn player offscreen or should I say couple screens from starting spot, you need to script like this: spawn Empty @script void main() { void P1 = getplayerproperty(0, "entity"); if(P1){...
  5. Bloodbane

    Complete Double Dragon Reloaded alternate - Updated version!

    Hmmm... I've just recalled that the script use findtarget function and that function uses range setting to check opponent distance. So try setting range in both enemy's IDLE and WALK and see if enemy would react better.
  6. Bloodbane

    followcond/anim

    Umm... player would react by either playing PAIN or FALL upon getting hit so why would you want to change that? Or maybe you want player to followup if player hits something instead while in IDLE/WALK/RUN?
  7. Bloodbane

    Complete Double Dragon Reloaded alternate - Updated version!

    Thank you, here's the combined script: void main() { void self = getlocalvar("self"); //Get calling entity. void other = getlocalvar("other"); int which = getlocalvar("which"); void Anim = getentityproperty(self,"animationID"); int attacktype1 = getlocalvar("attacktype")...
  8. Bloodbane

    Solved How to setup traps properly (?)

    As Ilu posted above, attackbox is sufficient for landmines. Though for your scripted method, the detection function is slightly different than mine. The biggest difference is in IDLE. In your IDLE, the function is delcared once so the detection is once every 3x8 centiseconds. In my IDLE, the...
  9. Bloodbane

    Spawn and camera question

    How exactly did you spawn the character?
  10. Bloodbane

    followcond/anim

    I couldn't recall any game using such scripts. So I've coded this simple example to demonstrate that: anim freespecial @script if(frame==0){ void self = getlocalvar("self"); changeentityproperty(self, "opponent", NULL()); } if(frame==7){ void self =...
  11. Bloodbane

    Complete Double Dragon Reloaded alternate - Updated version!

    Thanks. I've read the header to find this line: You should find ondoattack.c instead and copy the scripts from pinododge.c there. But allow me to do that for you, can you post ondoattack.c in your reply?
  12. Bloodbane

    Complete Double Dragon Reloaded alternate - Updated version!

    I don't have this game so can you attach enemy's say Roper's text in your reply?
  13. Bloodbane

    Photoshop making Openbor crash

    There might be option to do that in graphic editor you're using when drawing this image. Here's the image with antialias effect removed:
  14. Bloodbane

    followcond/anim

    Only with script.
  15. Bloodbane

    Photoshop making Openbor crash

    You could use any graphic editor for that purpose.
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