and not working.and also i think maybe the gif have problem.then copy some stand icon of kim from rocket viper 2 and copy those.and do like that i say before.this time game work but my character texture is broken and have orange color and bad graphics.what's that about? :-\
atchain 1 2 3
atchain 4 2 1 3
maxattacks 10
OpenBOR Default: 1 1 2 3
Guy (Final Fight): 1 1 2 3 4
Haggar (Final Fight): 1 1 2
Linn Kurosawa (AVP): 1 2 3 4 5
Ax Battler (Golden Axe): 1 2 6 0 3 3 4 0 5
atchain 1 1 2 3 4 0 5 6 7
atchain 1 1 2 3 4 0 5 6 7 0
Total Ram: 4168376320 Bytes
Free Ram: 339140608 Bytes
Used Ram: 3633152 Bytes
debug:nativeWidth, nativeHeight, bpp, Hz 1366, 768, 24, 60
0 joystick(s) found!
OpenBoR v3.0 Build 4153, Compile Date: Apr 22 2015
Game Selected: ./Paks/MOD.PAK
FileCaching System Init...... Disabled
Initializing video............
Reading video settings from 'data/video.txt'.
Initialized video............. 480x272 (Mode: 1, Depth: 32 Bit)
Loading menu.txt............. Done!
Loading fonts................ 1 2 3 4 Done!
Timer init................... Done!
Initialize Sound..............
Warning: can't play sound at 44100 Hz!
Loading sprites.............. Done!
Loading level order.......... Done!
Loading model constants...... Done!
Loading script settings...... Done!
Loading scripts.............. Done!
Loading models...............
Cacheing 'Flash' from data/chars/misc/flash.txt
Cacheing 'Ryu' from data/chars/ryu/ryu.txt
Cacheing 'none' from data/chars/misc/none.txt
Loading 'Flash' from data/chars/misc/flash.txt
Loading 'Ryu' from data/chars/ryu/ryu.txt
Loading 'none' from data/chars/misc/none.txt
Loading models............... Done!
Object engine init........... Done!
Input init................... No Joystick(s) Found!
Done!
Create blending tables....... Done!
Save settings so far........ Done!
Can't play music file 'data/music/remix'
Can't play music file 'data/music/remix'
Can't play music file 'data/music/remix'
Can't play music file 'data/music/menu'
Can't play music file 'data/music/remix'
Level Loading: 'data/levels/test.txt'
Total Ram: 4168376320 Bytes
Free Ram: 267571200 Bytes
Used Ram: 38027264 Bytes
Command 'time' not understood in file 'data/levels/test.txt'!
Level Loaded: 'data/levels/test.txt'
Total Ram: 4168376320 Bytes
Free Ram: 267583488 Bytes
Used Ram: 38162432 Bytes
Total sprites mapped: 42
thanks friends i see what can i do !!!BeasTie said:I just wanted to send him the sprites, I didn't have time to set it all up for him. I wanted him to do it himself
I didn't want to add atchain 1 and get him confused him later.
And some stuff I copied from another mod real quick and they probably had the time set wrong![]()
i just download it but i can't extract it.it cause error and cant extract to see what it is.i think the link is broken .behnam said:thanks friends i see what can i do !!!BeasTie said:I just wanted to send him the sprites, I didn't have time to set it all up for him. I wanted him to do it himself
I didn't want to add atchain 1 and get him confused him later.
And some stuff I copied from another mod real quick and they probably had the time set wrong![]()
![]()
BeasTie said:I just wanted to send him the sprites, I didn't have time to set it all up for him. I wanted him to do it himself
I didn't want to add atchain 1 and get him confused him later.
And some stuff I copied from another mod real quick and they probably had the time set wrong![]()
i can open it know thanks.BeasTie said:@benham
You'll need 7-zip to extract it.
http://www.7-zip.org/
Or try downloading it again.
@maxman - btw utunnels updated it so we can just use 'ATCHAIN 0' for non combat chars.
1-when i push attack button rapidly the game crashed.why and what can i do for fix?
name ryo
type player
health 100
mp 100
mprate 1
chargerate 4
speed 9
running 25 3 3 1 0
jumpheight 4
noquake 1
nodieblink 2
makeinv 3
riseinv 2
gfxshadow 1
holdblock 1
dust dust
candamage enemy obstacle
weapons Ryobike Ryo
diesound data/sounds/ryode.wav
combostyle 1
atchain 1 1 2 3 4 0 5 6 7
icon data/chars/1ryo/icon.gif
parrow data/chars/0misc1/player1.gif -36 -145
parrow2 data/chars/0misc1/player2.gif -36 -145
parrow3 data/chars/0misc1/player3.gif -36 -145
ajspecial 1
nodropen 1
nolost 1
autoland 2
blockratio 1
spdirection 1 1 1
versusdamage 0
nodropen 1
maxattacks 10
maxfollows 10
maxfreespecials 15
#players stuff
load Flash0 data/chars/0misc1/flash0.txt
load Flash data/chars/0misc1/flash.txt
load Flash2 data/chars/0misc1/flash2.txt
load Flash3 data/chars/0misc1/flash3.txt
load Flash4 data/chars/0misc1/flash4.txt
load Flashb data/chars/0misc1/flashb.txt
load blooda data/chars/0misc1/blooda.txt
load bloodb data/chars/0misc1/bloodb.txt
load exel data/chars/0misc1/exel.txt
load kohkn data/chars/0misc1/kohkn.txt
load haskk data/chars/0misc1/haskk.txt
load kohkn2 data/chars/0misc1/kohkn2.txt
load haskk2 data/chars/0misc1/haskk2.txt
load hsken data/chars/0misc1/hsken.txt
load pwwv data/chars/0misc1/pwwv.txt
load pwgs data/chars/0misc1/pwgs.txt
load wwup data/chars/0misc1/wwup.txt
load scup data/chars/0misc1/scup.txt
load dust data/chars/0misc1/dust.txt
load repk data/chars/0misc1/repk.txt
load rstorm data/chars/0misc1/rstorm.txt
#characters
load Ryo data/chars/1ryo/ryo.txt
load Ryobike data/chars/1ryo/ryobike.txt
load Robert data/chars/1robert/robert.txt
load Robcar data/chars/1robert/robcar.txt
load Yuri data/chars/1yuri/yuri.txt
know Terry data/chars/fterry/terry.txt
know Andy data/chars/fandy/andy.txt
know Joe data/chars/fjoe/joe.txt
#enemies
know punk1 data/chars/2punk1/punk1.txt
know punk2 data/chars/2punk2/punk2.txt
know punk3 data/chars/2punk3/punk3.txt
know punk4 data/chars/2punk4/punk4.txt
know rat data/chars/2rat/rat.txt
know lucky data/chars/2lucky/lucky.txt
know brian data/chars/2brian/brian.txt
know heid data/chars/2heid/heid.txt
know bikera data/chars/4bike1/bikera.txt
know bikerb data/chars/4bike1/bikerb.txt
know bikerc data/chars/4bike1/bikerc.txt
know biker1 data/chars/4bike2/biker1.txt
know biker2 data/chars/4bike2/biker2.txt
know biker3 data/chars/4bike3/biker3.txt
know shoto1 data/chars/2shoto1/shoto1.txt
know shoto2 data/chars/2shoto2/shoto2.txt
know todo data/chars/3todo/todo.txt
know jack data/chars/3jack/jack.txt
know jack2 data/chars/3jack/jack2.txt
know king data/chars/3king/king.txt
know king2 data/chars/3king/king2.txt
know lee data/chars/3lee/lee.txt
know lee2 data/chars/3lee/lee2.txt
know micky data/chars/3micky/micky.txt
know micky2 data/chars/3micky/micky2.txt
know john data/chars/3john/john.txt
know john2 data/chars/3john/john2.txt
know big data/chars/3big/big.txt
know big2 data/chars/3big/big2.txt
know Karate data/chars/3karate/karate.txt
know Eiji data/chars/5eiji/eiji.txt
know Billy data/chars/5Billy/Billy.txt
know Billy2 data/chars/5Billy/Billy2.txt
know sold1 data/chars/2sold1/sold1.txt
know sold2 data/chars/2sold2/sold2.txt
know sold3 data/chars/2sold3/sold3.txt
know ghost1 data/chars/4bike2/ghost1.txt
know ghost2 data/chars/4bike2/ghost2.txt
know ghost3 data/chars/4bike2/ghost3.txt
know geese data/chars/5geese/geese.txt
know geesed data/chars/5geese/geesed.txt
know gagent data/chars/5geese/gagent.txt
BeasTie said:@maxman - btw utunnels updated it so we can just use 'ATCHAIN 0' for non combat chars.
here is my txt now but like the past ryu just do one punch.BeasTie said:@benham - I sent you PM, but just ask here instead of PM me or things will get answered twice.
combostyle {bi}
~Controls how 'atchain' works.
0 = (Default) Static combo system
1 = Dynamic combo system
2 = Free combo system
~With 'combostyle 1', various attack chain can be set with this command. For instance, 'atchain 1 2 5 0 3 3 6 0 4 0' have 3 kinds of attack chain in it.
~The attack chains are selected by 'range' specified in respective attack (excluding ATTACK1). In above example, if ATTACK2 can't reach target, attack chain will switch to ATTACK3. If the latter hits, the attack chain becomes '1 3 3 6'. If the latter misses, attack chain will switch to ATTACK4.
~With 'combostyle 2', attack chain will be performed even if none of the attacks connects (Streets of Rage 3 style)