Bottomless pits

Does anyone know how to put these in openbor games? In the early versions of openbor you just needed to put "hole at 1800" at the beginning of the level folder, but the holes don't seem to be there in later versions of openbor (for example, the bridge level in Beats of Rage and the HQ in Final Fight Luta) unless you have the exact co-ordinates and the background sprite has the holes built-in. Either that or you need hole add-ons like in Crime Busters. But in something like Beats of Rage or Final Fight Luta you'd need to know the exact co-ordinates, which don't seem to be in the game.
 
Check in the manual on LEVEL FILES - LEVEL DESIGN

If you have problems understanding the coordinates, I recommend you using a program like CMT to get easy visualization of the coordinates, although I haven’t tried it yet myself. I used Obeditor to do all walls and holes, but I don’t save using the program, I just use the coordinates from there and then I write them and save manually, outside the program. CMT should be able to do the same and maybe better.

Code:
hole {xpos} {zpos} {upperleft} {lowerleft} {upperright} {lowerright} {depth} {alt} {type}

A 4-sided invisible hole will be created at the specified point. OpenBoR won't draw a hole or anything there. If you want hole to be visible, use panels or entity.
In Beats of Rage, a hole with default size and special sprite is used. That sprite is hole.gif located in sprites folder. If you want to change the size and visual, you need to set this command AND replace that hole.gif with blank gif.
This is a bit complicated, so listen up! {xpos} and {zpos} are the x and z positions at which the hole is spawned (how far from the start of the stage, and how far from the top of the screen, respectively).
{lowerleft}, {upperleft}, {lowerright}, and {upperright} determine the x position of the four corners of the hole. These numbers are how far from the {xpos} the corners are, not how far from the start of the stage.
{depth} is the z depth of the hole: how far it stretches from the {zpos} to the top of the screen.
{alt} is used to control the height of the hole. (4287+)
{type} the type is a param useful for decide what type of terrain is that hole.
As an example, if you wanted to create a 10x40 parrallelagram ( /_/ ) hole at the bottom of the screen (256) at scroll position 500, you might put
hole 500 256 0 10 10 20 40
If you create a hole which is not at the bottom of the screen, entities will be visible as they fall off the stage. Probably bad. So place an entity with type none right below the bottom of the hole which resembles the floor. This will cover up almost any entities which fall in the hole.
If used in a stage which scrolls left, the holes will start at the left edge of the starting screen and move right from there. So only holes which would appear in the first 320 or so pixels of the screen will actually be visible, and they'll be at the start of the stage.
The default values are 240, 12, 1, 200, 287, and 45, respectively.
{alt} {type} are optional
 
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Can't seem to get the sprite to appear. The hole is there but it's invisible. Thanks anyway.
Uhmm so the hole you are making is another entity?
You can just draw the hole directly in the stage .png/.gif and write the coords to match the location in the image, so it’s impossible to be invisible this way.
 
Holes are like walls: they aren't visual. The sprite you see there is just a default graphic for you to use as:
1 - paste it on your stage graphics (recommended)
2 - spawn it as a fglayer

You can only "see" them if you use some editor:
XdC5Cut.png


But the hole graphic was pasted over the stage graphics
 
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