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  1. Bloodbane

    On the ground (hit fallen enemies)

    That video is a proof of what I've thought above. Nothing in DUCK nor FREESPECIAL170 animation which initiates interaction with enemy. This interaction is essential to confirm which enemy to mount or no mounting at all. You should study Ilu's example above. Wolverine performs mounting attack...
  2. Bloodbane

    On the ground (hit fallen enemies)

    Thanks for sharing your scripts. Looks like you're using old version of these scripts. clearL should be working for them. I had other thought of the cause of this glitch. This starting frame could be the cause: @cmd slamstart2 @cmd position 12 0 0 0 0 frame data/chars/1billy/ffc12.gif...
  3. Bloodbane

    Enemy Throwing the Player in the Wrong Direction

    Since you only need to use slam scripts, I suggest copying ani0020.h only for now. And also declare same animationscript into Zangief's header text.
  4. Bloodbane

    On the ground (hit fallen enemies)

    clearL is old function to clear all local variables. If your slam functions use local variables, the former should work. But if they use other variables, the former won't work. TLDR, we need to see your slam functions. Copy and paste them in your reply.
  5. Bloodbane

    Enemy Throwing the Player in the Wrong Direction

    Sadly no. The workaround trick leaves much to be desired. Even if I shared how, you'd be asking how to modify it just like your first question above. You should read slammer character text and search his/her header text for animationscript . This command defines which script this character is...
  6. Bloodbane

    Enemy Throwing the Player in the Wrong Direction

    @cmd calls a function. If the function doesn't exist, the game will crash. For slam scripts, modders usually declare the animationscript which stores slam functions that can be called by @cmd. I can't suggest the correct animationscript cause it depends on which scripts you have. My suggestion...
  7. Bloodbane

    danno's Playthroughs'

    I only played that game on emulator. It has unique elements including special levels and branching levels. Too bad the latter is hard to figure out on your own. I'm still wondering how to enter the alternate volcano level.
  8. Bloodbane

    Pirates of the Dark waters OpenBor game

    Nice start! Pretty basic but it's a good start for expansion. My feedbacks: 1. Avoid putting wait near holes if possible. Fighting enemies while avoiding getting knocked into a hole is a challenge. However fighting enemies on two sides of hole back and forth is a chore. 2. Fix dragon rider boss...
  9. Bloodbane

    Streets of Rage Custom Sprites

    Looks great! BTW will you add burning knee move by Pheasant from SoR4?
  10. Bloodbane

    Concept "Comic Stars Fighting" Remake concept

    Hmmm... try this: bglayer data/levels/desert/desert-back.png 0 0 -10 0 0 0 10 10 0 6 1 15 5 1 I set alpha parameter to 6 for now. You can alter it to set alpha for this layer.
  11. Bloodbane

    Concept "Comic Stars Fighting" Remake concept

    Have you tried fglayer for this? I've tried it myself and I could make heat FX with it.
  12. Bloodbane

    "Cadillacs and Dinosaurs" Chinese Remake

    The sprites remake and stage 1 recreation are great work. However, the game design after that is .... 🤮.
  13. Bloodbane

    Animated screens - the easy way.

    Hmmm... that looks okay . Anyways, try playing around with offset values of bgfx until it appears.
  14. Bloodbane

    Complete Golden Axe Remake

    Hmmm... part of health should be good.
  15. Bloodbane

    Animated screens - the easy way.

    Yes, one sprite should be enough.
  16. Bloodbane

    Solved I created a charge-up action, but the sound is too long.Is there a command to stop the sound immediately?

    Mmm... instead of cancelling a played sound, why not chop the sound into short sound which is loopable for charging?
  17. Bloodbane

    Complete Golden Axe Remake

    Well, it is doable with script. However, IMO it would be better to balance this NPC summon feature by adding cost to each summon.
  18. Bloodbane

    Weapon use - once per level

    Yes it is possible. Based on your description, looks like the best way to implement this is by locking FREESPECIAL195 after shooting. Also after shooting, player should revert back to model A.
  19. Bloodbane

    Solved Is there a way to make a summoned unit grant the caster attack ownership, similar to a projectile?

    No, you need to copy and paste this function into your character's animation script.
  20. Bloodbane

    Solved Is there a way to make a summoned unit grant the caster attack ownership, similar to a projectile?

    If you want to set the spawner as owner of the NPC, you need to set it with script like in this function: void spawner(void Name, float dx, float dy, float dz) { // Spawn certain entity and set it as child void self = getlocalvar("self"); void Spawn; Spawn = spawn01(Name, dx, dy, dz)...
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