Recent content by MysticalMist

  1. MysticalMist

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

    So far, this actually managed to work! Here's my "solution", for now. However, I'm certain there's probably something to improve/consider with the script I made. Here's what I've got thus far. I haven't come across any glitches/bugs with this yet though. void main() { void self =...
  2. MysticalMist

    Preexisting score/lives after game ends?

    Something I noticed while working on projects in general that I haven't seem to find an exact solution for, I don't know who else comes across this sometimes, but occasionally, if you complete a set of levels and even get past the hall of fame screen, you can still have your score/lives from...
  3. MysticalMist

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

    Alright, sounds good! My next step at this point I think, is adding a check to make sure the key is disabled once the star count reaches zero. For reference, here is how the variable is referenced in the throw animation: anim freespecial5 #neutral toss delay 3 offset 60 126...
  4. MysticalMist

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

    I am currently working on a project where I have a player that throws ninja stars. However, I only want him to have a limited amount that stars that can only be replenished through collectables or is reset upon death. What is the best way to make it a variable that can be easily shown and adjusted?
  5. MysticalMist

    Possible Steam achievement implementation?

    I totally get that, @DCurrent. I'd only vouch for wanting that sort of feature in order to encourage more indie developers or current OpenBOR modders to make more titles like Merso's "Balacera Brothers" or "Buccaneers" (I know the latter technically isn't original, but I mean being able to...
  6. MysticalMist

    Possible Steam achievement implementation?

    I recently thought about how flexible the Steam achievement system was in order to make achievements for games made from almost any engine or software. There seems to be a lot of resources for doing that as well for indie developers/small teams that are uploading their games to Steam. If someone...
  7. MysticalMist

    Complete Helluva Brawl - A Hellaverse Fangame (Ver. 1.0)

    Absolutely just a false positive as @Smart Kitty explained.
  8. MysticalMist

    Complete Helluva Brawl - A Hellaverse Fangame (Ver. 1.0)

    MysticalMist updated Helluva Brawl with a new update entry: NEW MAJOR UPDATE/REVAMP OF HELLUVA BRAWL!! Read the rest of this update entry...
  9. MysticalMist

    Enemy still grabbable after being knocked down??

    SOLUTION (Thanks to @Kratus for his time and help): It turns out that one of the scripts in the entity header had nograb set to 0, instead of NULL() whenever they enter a specific animation as shown on the screenshot below.
  10. MysticalMist

    Enemy still grabbable after being knocked down??

    delay 4 landframe 7 @script if(frame==0){ void vSelf = getlocalvar("self"); int Flee = getglobalvar("L0"); int MHealth = getentityproperty(vSelf,"maxhealth"); int Health = getentityproperty(vSelf,"health"); if(Health <= MHealth/4 && Flee != "X"){...
  11. MysticalMist

    Enemy still grabbable after being knocked down??

    I can send you the enemy's txt file or their folder if you'd like, probably.
  12. MysticalMist

    Enemy still grabbable after being knocked down??

    Not really. In the RISE animation, there's a check for if the health's a certain amount to go into a desperation move, but there's not even a bbox in that animation either, I think.
  13. MysticalMist

    Enemy still grabbable after being knocked down??

    void throw(int damage, int type, int Vx, int Vy, int Vz, int face) {//Damage as throw finisher void self = getlocalvar("self"); void target = getentityvar(self,"grabbed"); int z = getentityproperty(self,"z"); int tDir = getentityproperty(target,"direction")...
  14. MysticalMist

    Enemy still grabbable after being knocked down??

    The player uses grabbackward/grabforward for a scripted throw. @cmd grabStart @cmd slamstart 9999 @cmd position 1 20 12 1 0 delay 12 offset 59 123 sound data/sounds/Millie1.wav frame data/chars/Millie/grab/3.png delay 7 offset 59 123 @cmd...
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