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  1. Bloodbane

    Solved How to remove all child entities when parent dies

    Here's simple script to limit spawning: anim follow1 #Spawn Clones @script if(frame == 1){ int Enemy = openborvariant("count_enemies"); if(Enemy <= 6){ // maxed to 6 enemies on screen, true alf is counted. spawn01("alfclone", -150, 0 , 0); spawn01("alfclone", -150, 0 ...
  2. Bloodbane

    In Progress Multiverse Rising XT: The Awakening of All-time Heroes and the Evil

    Nice work with the level select! (y) My suggestion is to use same color for all level names. Currently, different color gives impression that one level has been completed while the others haven't. With same color, all levels would give same impression.
  3. Bloodbane

    Solved How to remove all child entities when parent dies

    There are couple ways to solve this issue, the easiest is to kill all enemies when Alf dies either with script or just by spawning invisible entity which hits the whole screen and damages enemies only. It is correct though you should use limiter to limit number of spawned clones.
  4. Bloodbane

    A pet NPC that attacks enemies on command.

    :unsure: Wouldn't that be too much? I mean if you need NPC to attack, you have to do two steps: activate hostile status then give order to attack. Why not combine these two into one command?
  5. Bloodbane

    A pet NPC that attacks enemies on command.

    NPC attacks only when player plays some kind of ordering animation. So even if NPC has its hostile status activated, it needs player's order to attack right?
  6. Bloodbane

    A pet NPC that attacks enemies on command.

    So this button is basically activates or deactivates hostile status right? I'm not sure what you mean by this. However why would you need this? why not let the succubus attack on her own?
  7. Bloodbane

    Problems with falling

    That's strange. Can you upload drago.c and grabscript_complete1.c scripts in your reply?
  8. Bloodbane

    Solved Native leaper command

    Of course, leaper is pretty basic function and should be usable by everyone :cool:
  9. Bloodbane

    Problems with falling

    Thanks for sharing that. Can you open drago.c, find throw function and paste it in your next post?
  10. Bloodbane

    Solved Native leaper command

    Yes, I've coded that function years ago.
  11. Bloodbane

    Problems with falling

    Hi there. I can see that you're using script for the throw. We can't tell if FALL4 or any fall animation is the shown animation. We need to see your throw function to see which animation it enforces to thrown enemy. You will need to find animation script used by Wolverine, find throw function...
  12. Bloodbane

    Double Dragon Revive

    For those playing this game, I need to ask something: does this game support 2 players?
  13. Bloodbane

    OpenBoR Tips & Tricks

    I've checked my games collection and recalled that The House has such portal which is named Exit. You should get the demo if you haven't to see the exit entity. But the gist is this : Exit will store destination coords in 2 global variables (one for x and the other for z) when a player touches...
  14. Bloodbane

    OpenBoR Tips & Tricks

    Yes, that's right. It's made for level select in which player only enters certain level and not going to specific coordinates in the next level. You might need to use updated portal which specifies destined coords in the next level. The script in the next level will do the player positioning...
  15. Bloodbane

    Solved Nohithead is working?

    In the above video, I'm using onmoveascript like this: loncat.c void main() { void self = getlocalvar("self"); int x = getentityproperty(self, "x"); int y = getentityproperty(self, "y"); int z = getentityproperty(self, "z"); int Vy = getentityproperty(self,"tossv")...
  16. Bloodbane

    Fall{#} off by -4?

    Are you sure? have you tried other attack types such as attack12, attack13 and so on?
  17. Bloodbane

    In Progress Nekketsu Kouha Kunio-kun Re

    Nice! Biker enemy is not hard to code, you should be able to create many versions of this. Biker Wings (SoR3) should be easy to code but the bikers from Renegade is tough but doable.
  18. Bloodbane

    On the ground (hit fallen enemies)

    You don't need to declare bbox on fallen enemies for mounting. What you need is script to detect if there is a valid fallen enemy nearby and perform mounting if one is found. Valid condition is pretty complex cause it involves range, enemy health, facing direction just to name a few. Then you...
  19. Bloodbane

    Solved Nohithead is working?

    I've made script for that purpose as shown in this video:
  20. Bloodbane

    Solved Nohithead is working?

    nohithead is supposed to be declared on hero's text.
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