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  1. J

    [SCRIPT] Water Puddle Effect v1.61 (old version)

    yes that way will work theres no need for a dummy the level scrolls down automatically once the noskip text entity is dead... mr karate then turns slow motion off in is spawn anim ive also put the rock break and players fall in the same noskip text entity rvfall.txt pallete
  2. J

    weapon block

    hello Is there a way to use the block animation in weapons ? ive tried using @cmd changeentityproperty getlocalvar("self") "aiflag" "blocking" 1 but it doesnt seem to work...
  3. J

    scroll 1 for entities (solved)

    hello... Is there a new option for the command (scroll) used on entities ? iam using scroll 1 on a type none entitie... the entitie scrolls down instead of foward  as soon as it spawns iam using v3.0_Build_4085 manual the levels as no bgspeed spawn  arrow2 coords  230 250 at      0
  4. J

    Canceled Teenage Mutant Ninja Turtles: Shell Shocked

    climb animations for witch characters ? ive check TMNT shell shock and you ve already done them i could make climbing animations for other characters but i dont think i can make it much better than the ones in the turtles...
  5. J

    OpenBOR v3.0 Build 4082 for Windows/Linux/Wii

    i found diferences in (x) and (z) velocities in npc and obstacles the (z) needs to double the value... In type enemy it seems to be the (x)... Is the value related to decimal nºs (0,1)...? Is the random generating the velocity ? How is it going to be from now on foward... will all type entities...
  6. J

    OpenBOR v3.0 Build 4082 for Windows/Linux/Wii

    Is there a new setting for velocities between enemies and other entities ? i have an entity type trap that use @cmd dasher 0.7 0 0 once i set this entitie to enemy the dasher speed gets slower like it took -1
  7. J

    [SCRIPT] Water Puddle Effect v1.61 (old version)

    thanks for the nice comments thats just a matter of changing the sprites in water ripple and water splash entities to one that fits the game you re on... its very easy the rock break and player fall is a noskip text entity (rvfall.txt). with slowmotion 1... mr karate turn slowmotion 0 once he...
  8. J

    [SCRIPT] Water Puddle Effect v1.61 (old version)

    http://youtu.be/niUVQ19HTpA?list=UUrm294XWVzDEqKHpYF45Kmw
  9. J

    [SCRIPT] Water Puddle Effect v1.61 (old version)

    thanks everything is working now this could be implemented in newer versions of bor
  10. J

    [SCRIPT] Water Puddle Effect v1.61 (old version)

    thanks :D there is still a minor diference from the previuos lib_water_puddle.c iam earing the splash.wav sound a bit louder and with some eco its like its spawning 2/3 splashs when the player jumps... ive tried changin this lines in lib_water_puddle void spawn_splash(void self, char...
  11. J

    [SCRIPT] Water Puddle Effect v1.61 (old version)

    i found it its this line on (water_puddle_script.c) if ( openborvariant("in_level") && getlevelproperty("type") != 2 ) if you remove the: if ( openborvariant("in_level") && getlevelproperty("type") != 2 ) the game wont crash on player select screen... and the water effect is on
  12. J

    [SCRIPT] Water Puddle Effect v1.61 (old version)

    i dont know where the "a" error is coming from... but its no big deal "0begin.txt" its an intro level... music data/music/begin.bor background data/bgs/0begin/back.gif layer data/bgs/0begin/back1.gif -3000 0 0 0 -20 0 0 -1 1 1 0 0 0 0 0 0.5 layer data/bgs/0begin/back3.gif -2000 0 0 0 35 0 0...
  13. J

    In Progress Mortal Kombat - The Chosen One

    i have this script to damadge/kill all enemies on screen it works the same way when a boss is killed and all enemies die... but i dont know if it works on OpenBOR_v3.0_Build_4082 in entity.txt 600 - attack damage
  14. J

    [SCRIPT] Water Puddle Effect v1.61 (old version)

    ok... but i think youve might have build the water script based on the costume menus in TMN SS... the game also crashes when you pass a level and go to a select level in levels.txt In log it seems to crash until memory runs out... Total Ram: 3488911360 Bytes Free Ram: 1972752384 Bytes Used...
  15. J

    [SCRIPT] Water Puddle Effect v1.61 (old version)

    ive used the standard neo edit pack... so i could see if it was only happening in my game... it seems to crash using both TMNT_SS.exe and OpenBOR.exe but in the original TMNT game it seems to work fine you can check the file here without messing your game...
  16. J

    [SCRIPT] Water Puddle Effect v1.61 (old version)

    i found what could be an error !!! it could make the script not to work for a lot of people... it seems maybe you ve made an invisible player in TMN shell shock costume player select screen (title_script.c) its preventing the 1st load player in models.txt on standard BOR when he is using the...
  17. J

    [SCRIPT] Water Puddle Effect v1.61 (old version)

    thanks everything is working now  :) this is a big improvement in the levels enviorement
  18. J

    [SCRIPT] Water Puddle Effect v1.61 (old version)

    thanks its working ive been trying to spawn the values in level... but the height doesnt seem to work ive never figure it out how to use the height in scripts... 
  19. J

    [SCRIPT] Water Puddle Effect v1.61 (old version)

    thanks its working now... the old setentityvar(self, 2, 15);    // height on water_puddle_test.txt still doesnt change from ex. (self, 2, 15); to (self, 2, 40); i manage to change it to (40) in the old lib_water_puddle.c... by changing this line...in  int clip_character... to 226 ?!? :o why...
  20. J

    [SCRIPT] Water Puddle Effect v1.61 (old version)

    lib_water_puddle.c #define gpp getplayerproperty #define cpp changeplayerproperty #define gep getentityproperty #define cep changeentityproperty #define ov  openborvariant #define cv  changeopenborvariant #define oc  openborconstant #define clp changelayerproperty #define glv getlocalvar...
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