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  1. J

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

    ive recopied all the scripts again from page 1... but the result was the same. the entire effect goes missing... water ripple/water splash / player clip. when i change the player ondrawscript to the old one the effect comes back up... the only thing ive made diferent was add the load...
  2. J

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

    theres seems to be a problem maybe in the player (ondrawscript) 5) In ondrawscript event of your character entity write (example ondrawscript water_puddle_script.c): the water effect works with the old ondrawscript but the new one is not showing could there be a missing function called...
  3. J

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

    ive only manadge to change the altitute in witch the splash appears by replacing the line in (int check_water_puddle) float height = getentityproperty(ent, "height"); to float height = getentityvar(ent, 2); int check_water_puddle(void self, void ent, int check_only_flag) {                 int...
  4. J

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

    the load was missing... ive just added it in the water_puddle_test entity  name water_puddle_test type none health 1 nomove 1 0 facing 1 #falldie 1 nodieblink 2 nodrop 1 nolife 1 #setlayer -1 #toflip 1 gfxshadow 1 height 85 subject_to_platform 0 subject_to_obstacle 0 subject_to_wall 0...
  5. J

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

    iam using the old animation script ive already manadge to make it work by changing the BOR version (see my post above this one) i can already the see the player legs in alpha and onspawnscript also works... only the water splash /back/front are missing...
  6. J

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

    yes ive already replaced all the old scripts with the ones on the tutorial but i cant make the onspawnscript command working... name water_puddle_test #name water_puddle type none health 1 nomove 1 0 facing 1 nodieblink 2 nodrop 1 nolife 1 gfxshadow 1 height 15 subject_to_platform 0...
  7. J

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

    theres seems to be functions in (lib_water_puddle.c) int is_on_puddle int check_water_puddle int check_puddle int check_water_puddle_no_a could the engine not be rezonizing a water_puddle? (var) (setentityvar(self) in TMN shellsock theres a water_puddle.c that has all the int's above
  8. J

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

    theres seems to be incompatibilities ive changed getentityproperty (y) to (a) has in older versions y is a (sprite altitude?!)... but now iam getting an error saying Runtime error: argument count(3) doesn't match, check your function call: (null). ********** An Error Occurred ********** *     ...
  9. J

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

    thanks for the tutorial... (in my case) i had already experiment with the scripts you ve posted here... iam using v3.0 Build 3849 i think it doesnt reconize the ondrawscript... ondrawscript data/scripts/player_ondrawscript.c ... on player .txt updated.c also seems to crash with no errors... Is...
  10. J

    walk on water

    hello has anyone manadge to implement the walking on water effect from white dragon's TMN shell sock game ? iam having a hard time trying to make it work... iam currently using OpenBoR v3.0 Build 3849... theres seems to be a new function called (sin) that only works on newer versions of...
  11. J

    Canceled Teenage Mutant Ninja Turtles: Shell Shocked

    Its best if you remove the links from previous pages (43) hxxp://mir.cr/1SOOE9SF hxxp://mir.cr/T5YUAIJN hxxp://mir.cr/166O0WEP the file seems to be coming out with virus when start downloading... the frist link gamejolt.com in page (1) works and its a more update version [REV5769]
  12. J

    entity falling speed

    hello Is there a way to change an entity falling speed... make it look like leafs from a tree or a piece of paper... i wanted to change the falling speed just for an entity type without have change the level falling speed...
  13. J

    scenes transparency color

    Is there a way to deactivate the transparency color in the openbor cutscenes animation data/scenes/3afall/airfall1.gif 0 0 i cant change the pallete colors position in animated gifs photoshop wont let me... And the animation loses more quality when using load indexed colors palette is there a...
  14. J

    fglayer/bglayer (z) repeat

    hello i wanted to make a layer repeat vertical (Z) for about 10 times... but the (z) repeat option is not working I rembember i frist stumble upon the fglayer (z) repeat option by accident when i frist started using layers... but now the only option that seems to work is blank or -1... Is the...
  15. J

    save option

    hello Is there a way to edit a save file and replace the level number... ive opened all the files in the save folder but it seems to be encrypted. iam trying to play a game from the begining to the end...but every time i exit the game to fix some things and then return... iam accidental...
  16. J

    talk text with skip/noskip

    hello i wanted to give the player the option to go to the next text letters when the charaters talk... because i cant really find the right time a person takes reading a text... and after a while the game might get a little bored for the player with a delay of 1200/2000 before the next text...
  17. J

    Mugen Offset to Bor Offset

    Hello ive been using some mugen background animations... but the problem is in mugen images are cropped and they dont have the same size... This makes it almost impossible for some animations to get the right offset in openbor... sometimes the diference between the image sprites is 1 or 2...
  18. J

    Solved Minor Help

    combostyle 1 uses a range check in all combo attacks example atchain        1 1 2 3 4 0 5 6 7 0 8 combo n1 - 1 1 2 3 4 (close) attack1 - range 0 130 attack2 - range 0 60 attack3 - range 0 60 attack4 - range 0 60 combo n2 - 1 1 5 6 7 (medium) attack1 - range 0 130 attack5 - range 0 80...
  19. J

    branch options

    hello is it possible to use some kind of branch command when a level ends to go to a specific chossen level...? i wanted to avoid creating and spawning a branch .txt file... and maybe use a command "branch lvl**" in the level.txt where the enemies and obstacles are spwaned... to go to another...
  20. J

    levels as scenes !?

    hello have anyone encounter this problem during a slam i have an obstacle making a slamstart2 on an npc this is somthing i have already done in other level and it worked very well now i was doing it again and the slam position doesnt go to the fall7 animation it makes the - and + coordinates...
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