@Crimsondeath I can get WAV files to play using the "sound data/.../soundfile.wav" command you listed.
I'm using: OpenBoR v4.0 Build 7555 (commit hash: b1676f9), Compile Date: Jan 9 2024
What I did was create a Entity where Type = Text.
For example:
name City_Cutscene
type text...
Ok I think I see what you mean and I'd rather it not run every tick (abusive).
So your suggestion is to move the logic back down to the entity level and have the the spawned entity determine what animations to play.
Makes sense! I will go try this. Thank you!
Hi All,
Objective:
I want to create a Player model specific cutscene (ie: create a custom cutscene when player 1 is using "KULA").
Does anyone know of a MOD that makes use of character specific in-game cutscenes, so that I can reference how it is done?
I know how to create an Entity with...
Nevermind, I figured out what I did wrong.
Type = Enemy is perfect.
Only Idle and Fall animation is needed.
Also need to use "nomove 1 1" so that the enemy doesn't move at all.
Here's the entity txt for future folks to reference (nothing mind blowing, just had to figure out what I was...
Hi All,
I'm trying to create a 'hostage' entity such that when the player punches them it frees them and they run off the screen (exit to the left of the screen).
I was thinking I only need an "Idle" and "Fall" animation defined.
I've tried the following settings:
1) Type = Obstacle, but the...
I can settle for non-dead pickup and toss. Will aim to get that working first.
I'll look into dead body tossing as secondary.
I thought (based on manual) that nodieblink only took 0 / 1 as input? Maybe I misread...
Thank you @Illusionista!
Pick up a fallen enemy after knockdown and also after they are dead (with nodieblink set to 1).
Want to be able to toss them like a barrel to hurt other enemies.
Hi All,
Is there any reference scripts to detail how to pick up an enemy and throw them like a barrel/item ?
I know the Legacy Manual indicates a "subtype project" that can be used, but it seems this only applies to items only?
Thank you
Thanks for the advice. I got it working using the original code as provided. I did have to put the 'DIDHITSCRIPT' inclusion into Gold.txt (ie: the item itself, which makes sense).
In the manual the wording here threw me off:
Also I keep thinking 'damagetaker' is the item being picked up?
And that 'self' was referencing the hero?
But seems my understanding is reversed. Self is actually the item?
Am I placing the didhitscript inclusion in the right place, should it go into the char.txt or the Gold.txt ...
@Illusionista thanks for the advice and code examples!
I was trying to replicate the capability at a simpler level, was thinking to have the sound effect specific to the hero/char.
Sounds like I should just use the switch code provided in the tutorial. I will go try this next! = )
Hi All,
Thank you for your help (in advance).
I'm trying to get the following to work:
Tutorial - Custom Sounds For Collecting Items
Here is the code I am using in my item.c :
void main()
{
void self = getlocalvar("self"); //get the self var
void hit = getlocalvar("damagetaker")...
What I'm trying to do:
When a player or enemy animation plays, it will cause an item to drop (ex: player dies and drops money).
The following code works fine at the Entity Event level (ie: when I stick it into the <char>.txt file):
Conversely, if I try to simply use the spawn.h file (taken...