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  1. VirtusVerbis

    Hide or remove Game Mode (Difficulty Set?)

    @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...
  2. VirtusVerbis

    How to create Player 'Model' specific cutscenes?

    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!
  3. VirtusVerbis

    How to create Player 'Model' specific cutscenes?

    Yes correct. This way I can customize the dialog to fit, rather than a generic story line.
  4. VirtusVerbis

    How to create Player 'Model' specific cutscenes?

    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...
  5. VirtusVerbis

    What Entity Type to use for creating a 'Hostage' model?

    Ohh I see. So obstacle is even better. Ok got it. Very helpful, thank you @Bloodbane !
  6. VirtusVerbis

    What Entity Type to use for creating a 'Hostage' model?

    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...
  7. VirtusVerbis

    What Entity Type to use for creating a 'Hostage' model?

    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...
  8. VirtusVerbis

    WebM Encoder

    https://handbrake.fr/news.php Handbrake seems to work decent and is free. Key was using VP8 codec as posted by Kratus above.
  9. VirtusVerbis

    Pick up enemy and throw them

    All good, I recalled it wrong. I have it set to nodieblink 3.
  10. VirtusVerbis

    Pick up enemy and throw them

    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...
  11. VirtusVerbis

    Pick up enemy and throw them

    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.
  12. VirtusVerbis

    Pick up enemy and throw them

    Thank you @Illusionista!
  13. VirtusVerbis

    Pick up enemy and throw them

    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
  14. VirtusVerbis

    Pick up Item sound effect not working as per tutorial

    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:
  15. VirtusVerbis

    Pick up Item sound effect not working as per tutorial

    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 ...
  16. VirtusVerbis

    Pick up Item sound effect not working as per tutorial

    @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! = )
  17. VirtusVerbis

    Pick up Item sound effect not working as per tutorial

    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")...
  18. VirtusVerbis

    Entity Event level scripting works but not when placed into a '.c' file

    @Bloodbane thanks for the hint - that is exactly where the problem was. This works: This is the mistake:
  19. VirtusVerbis

    Entity Event level scripting works but not when placed into a '.c' file

    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...
  20. VirtusVerbis

    In Progress Boilerplate Module

    @DC are there plans to include commonly used scripts library to the template? Or is there a separate module/add-on I can download for that?
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