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Documentation Project

Is there a full list of "aiflag" sub-properties such as "idling", "walking", "jumping",etc.?
Yeah, as DC said, this works differently now. As I took a glimpse on the 4.0 build, I realized that many things had changed. And, this time, they are all documented fully :)

Some stuff will be hard to back port to the legacy manual, but I will try my best. Or maybe I will just update it with things that had changed on the legacy code and start to use the full wiki manual, as there are a lot of stuff.
 
Yeah, as DC said, this works differently now. As I took a glimpse on the 4.0 build, I realized that many things had changed. And, this time, they are all documented fully :)

Some stuff will be hard to back port to the legacy manual, but I will try my best. Or maybe I will just update it with things that had changed on the legacy code and start to use the full wiki manual, as there are a lot of stuff.

FWIW, I haven't removed the old stuff (unless specifically noted and it's really rare). However, in the case of it having a newer replacement, I'm not going to bother documenting the old one for creators. First - it's just silly and confusing to have multiple ways to do the same thing (ex. Speed, speedf, etc.).

Also, once the new release is out, I am axing the policy of forced backward compatibility. Fifteen years of that have done nothing but made a big dang mess and I'm done with it. I'm not going to break things if I can avoid it, but if I need to depreciate something to make an improvement, that's what I am going to do. The new method/feature (and if needed how to upgrade) will all be properly documented.

DC
 
Hey guys.
I was about to update the lagacy manuals but there are some issues:
- DCEmulation version: The server is returning me an "error 500" when I try to update the manual. I've sent a DM to the admins already
- Chronocrash version: Looks like I don't have access to edit it and I am awaiting my access to update it.

Some other things I've discovered/confirmed:

- Frontpanel properties, unlike background, cannot be changed. So if you want to change it's scroll speed (xratio), you need to use fglayer instead.
- Frontpanel do accepts NEON and SCREEN settings, like panel does. When I was testing parameters for xratio, the engine told me it wasn't possible to read the file (as it was trying to load the "0.5" I used as a xratio)
 
I just remembered a function that I use but that is not documented in any manual: finishlevel().

It doesn't need any arguments and you can execute both within scripts

Code:
finishlevel();

Or directly in your animation

@cmd finishlevel

Just as there is a function to force a Game Over: gameover(). It can be useful for custom menus.

Can be used in scripts:
Code:
game over();

or directly in the animation

@cmd gameover

In the words of the author (White Dragon):
Gameover() is just Gameover. The level is not completed.
Gameover() function kills all players too and sets all lives and credits to 0.

Unless I'm wrong, both work on builds 4642+
 
Look at 8 and 9 below here. Isn't 8 supposed to be font9 and 9 font10?

OpenBOR actually can use up to 10 fonts used some commands to define which font is for what and not only 4 fonts. OpenBoR fonts are not monospaced. That is, the space between two letters is determined by how wide the letter is. If your letters 'overlap', try placing a black outline around them, or moving them rightward a few pixels.

Here is the "letter format" or just which letters must be used and where to place:

Code:
0 1 2 3 4 5 6 7 8 9 A B C D E F
0 1 2 3 4 5 6 7 8 9 A B C D E F
 ! " # $ % & ´ ( )  * + , - . /
0 1 2 3 4 5 6 7 8 9 : ; { = } ?
@ A B C D E F G H I J K L M N O
P Q R S T U V W X Y Z [ \ ] ^
` a b c d e f g h i j k l m n o
p q r s t u v w x y z
  • Here's font reference for {font}:
    • 0 = font.gif (default)
    • 1 = font2.gif
    • 2 = font3.gif
    • 3 = font4.gif
    • 4 = font5.gif (optional)
    • 5 = font6.gif (optional)
    • 6 = font7.gif (optional)
    • 7 = font8.gif (optional) (4287+)
    • 8 = font6.gif (optional) (4287+)
    • 9 = font7.gif (optional) (4287+)
  • Make sure the optional fonts are available before using them!
PS: Not all symbols are necessary.You can add which you need.

  • NUMBERS must be included in font images or openbor will crash without error.
  • LETTERS are optional. *(for custom fonts)
 
Does anybody know how spawnmp from the player property works?

It's an internal player property the engine uses to track if the player's entity initially spawned with mp or not. It's main use is for save data and letting the engine know if it should add 2 to the entity's MP total between transitions within the same stage.

DC
 
Is there any example of how it's used?

Example? I just told you exactly what it does. It's one of many properties the engine uses internally that aren't really meant for you to adjust, so unless you're an advanced scripter, you generally leave it alone.

DC
 
I get you, but I meant the code example. I was trying out some ways to find how spawnmp works, but I don't see the result of it. I still don't know how it's used for, but maybe I'm gonna leave it alone.
 
The manual mentions the name attackdidhitscript once. Only didhitscript is also mentioned. I'm curious about the name attackdidhitscript, but I don't think it ever exists, does it?

didblockscript {path}

  • This command defines which script is run when entity successfully blocked an attackdidhitscript {path}
  • This command defines which script is run when entity successfully attack
==For script coding reference==
self: Caller.
attacker: Entity attempting attack.
damage: Amount of intended damage.
attacktype: Type of damage.
drop: Knockdown power of damage.
attacktype: attack type, see 'openborconstant'.
noblock: block break force of attack.
guardcost: Guardcost of attack.
jugglecost: Jugglecost of attack.
pauseadd: Pause value of attack.
 
The manual mentions the name attackdidhitscript once. Only didhitscript is also mentioned. I'm curious about the name attackdidhitscript, but I don't think it ever exists, does it?
probably, its missing a space between "attack" and "didhitscript".

---

Something missing on all manuals: log()
 
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