Holes

christpm

New member
Hello everyone. I am an off and on user of open bor who never ever finishes a project; however, recently I have made significant progress and I am seeing the end of my game (even though I made it off of another Open BOR, rhythm of destruction 2, with adjustmentswith speed, difficulty, hit speed, and edited graphics and stages). I haven't decided to publish the game, but a few people on my YouTube channel want to try it out. So I am thinking of putting it on here where I have played some awesome mods... anyways.... I usually look for answers before I ask questions, but I have looked (probably not well), and I couldn't find a clear answer. I know this may sound basic,, but does anyone know how to put holes/pitfalls into a stage?? I cannot figure it out. The code I use keeps crashing my bor project. Any help or advise would be appreciated. :)
 
Which OpenBOR build are you using? Beacause, as far as I know, holes are present in OpenBOR since ages (if not since the BOR days).

Take a look at the manual, there is the explanation about it and the default settings there:

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

I suggest you to use Chronocrash Modders Tool to work with holes, as you can see then visually and drag then around
1709734275577.png
 
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