Recent content by Bloodbane

  1. Bloodbane

    Custom style health bar?

    You'd need to watch other OpenBoR games and see if any of them has lifebar similar or close to what you've wanted to make. If you've found one, you could paxplode the game and see how the lifebar is done.
  2. Bloodbane

    Custom style health bar?

    It is doable with script but you'd need to define the gradient yourself.
  3. Bloodbane

    I applied "Chase" to a special move and have a question.

    [couple hours later] I've found that example of #1. name ChaseRo health 100 speed 30 lifespan 5 type npc aimove chase stealth 350 nopain 1 nodrop 2 shadow 1 aggression 50 hostile enemy candamage enemy obstacle...
  4. Bloodbane

    I applied "Chase" to a special move and have a question.

    Chaser projectiles are only chasing in xz plane by default. For xyz zone, you'd need to use other method, either: 1. Give projectile vertical attack in which projectile flies upwards when it is directly below target. 2. Script movement script for projectile which moves it in all 3 axes. There's...
  5. Bloodbane

    Any script for randomizing an enemy/entity spawn with a ranged area/coord?

    Hmmm.... I don't know how you did that but I've tried declaring RandCu.c on other enemies in stage2.4 and the script works fine. I've moved their starting coordinate to the center of screen and field to prevent them from getting stuck. RandCu.c is designed to randomize enemy's position around 50...
  6. Bloodbane

    Ai Player Controlled Action

    I'd do this like this: 1. When player enters specific combination, a global variable would be set. 2. That variable is checked by NPC periodically in their IDLE and WALK. If it is set, NPC will perform special animation. This is the basic idea.
  7. Bloodbane

    Any script for randomizing an enemy/entity spawn with a ranged area/coord?

    Strange, I've just tested the script myself and it works fine in that stage. Can you tell me at which level you declare that script?
  8. Bloodbane

    freeze/stun

    You could declare this damagescript in enemies text for that: hitF.c void main() {// void self = getlocalvar("self"); //Get calling entity. int StuTime = getentityproperty(self, "freezetime"); if(StuTime > 0){ changeentityproperty(self, "nodrop", 1); } else {...
  9. Bloodbane

    Any script for randomizing an enemy/entity spawn with a ranged area/coord?

    Alright, here's the updated script: RandCu.c void main() { void self = getlocalvar("self"); int x = getentityproperty(self, "x"); int b = getentityproperty(self, "base"); int z = getentityproperty(self, "z"); int Wx = 50; // possible spawn length in x int Wz = 30; //...
  10. Bloodbane

    Any script for randomizing an enemy/entity spawn with a ranged area/coord?

    So do you want the script to randomize position but not placing enemy offscreen and inside walls? The former should be easy but the latter might require some tricks.
  11. Bloodbane

    Any script for randomizing an enemy/entity spawn with a ranged area/coord?

    Okay, try this spawnscript: RandCu.c void main() { void self = getlocalvar("self"); int x = getentityproperty(self, "x"); int z = getentityproperty(self, "z"); int Minz = openborvariant("PLAYER_MIN_Z"); int Maxz = openborvariant("PLAYER_MAX_Z"); int Wx = 50; // possible...
  12. Bloodbane

    Shaking code upon taking a hit

    I don't know if such simple code exists but why not do this instead: Change car's type into other type which plays PAIN animation on damage. Then add script in PAIN animation to change animation based on car's current HP.
  13. Bloodbane

    Any script for randomizing an enemy/entity spawn with a ranged area/coord?

    Ranged cube.... are you spawning enemies onscreen instead offscreen? that spawnscript above is for spawning enemies offscreen BTW.
  14. Bloodbane

    move script help

    There is a way but I find it easier to use dasher function instead. With that function, entity moves smoothly and won't ignore obstacles, platforms and walls.
  15. Bloodbane

    Any script for randomizing an enemy/entity spawn with a ranged area/coord?

    I'm not sure how enemies are spawned in your game. If they are spawned using enemy spawner, you'd need to modify that spawner to apply position randomizer. If they are spawned in the level directly, you could use this spawnscript to randomize their position. RandXY.c: void main() { void...
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