Canceled Mace's Deadly Case

Project is halted prior to completion and will not receive further updates.
Thanks for helping, but it didn't work.

I tried putting 'mp 0' in the weapon's txt file, but it still shows the blue bar during the vehicle stage.
 
Well, it kinda worked. The blue bar is gone now during the vehicle stage....
bor_0000.png


but, unfortunately, it's also gone during the normal stages. The bar below the health bar is now empty.
bor_0000.png


I'll try to think of some other solutions, tomorrow.
 
O Ilusionista said:
Have tried to remove it only from the weapon and not from the character?
yeah, I did. I'm at work now, but I'll show you the txt files of the character and the weapon once I get home. Perhaps you can see what I'm doing wrong?
 
Okay, so here is the txt file of the character
mace.png


And here is the txt file of the weapon
weapon.png


As you can see, the weapon does not have mp in the txt file. Do you see anything that could be the cause as to why the blue bar still appears in the vehicle stage?
 
MadGear said:

First, don't post screenshots of a text file. Use the CODE tags - that's what they're for.

The MP meter is still visible because the jet ski model still has MP. Just leaving the MP entry out of a weapon doesn't make it go away. The whole point of a weapon model is it only replaces aspects of the original model that are explicitly different. The lack of MP in a weapon model text tells OpenBOR "Nothing changed compared to original.". Same principal as the animations.

Solutions from simple to more complex you can try (I'm working from memory and don't have source code with me atm):
  • Add an MP entry to the weapon model of 0. This will hopefully force a max MP value of 0. It may or may not remove the bar, but worth a try.
  • Use a script to set her current MP value to 0 (the max value is irrelevant) and make sure she can't gain any during the stage. Technically the MP gauge is still there, but it will be empty and thus invisible. The script to do this is insanely simple - it's literally two lines.
  • There is a weapon copy flag that can modify copying behavior, but again I'm working from memory and don't recall which one it is. This is where you go to the manual.
  • Manually draw the MP bar with a script. Then you can decide when it will or won't appear based on whatever logic suits your fancy.

DC
 
Ah, I didn't know about the CODE tags. Next time, I'll use that ;)

And thanks for helping. I'm just gonna tinker with it some more. I'll probably find the solution, eventually.
 
MadGear said:
Ah, I didn't know about the CODE tags. Next time, I'll use that ;)

And thanks for helping. I'm just gonna tinker with it some more. I'll probably find the solution, eventually.

See my post again. I just gave you some more options.
 
The MP meter is still visible because the jet ski model still has MP. Just leaving the MP entry out of a weapon doesn't make it go away. The whole point of a weapon model is it only replaces aspects of the original model that are explicitly different. The lack of MP in a weapon model text tells OpenBOR "Nothing changed compared to original.". Same principal as the animations.
This is something I was going to ask - if model flags changes anything about this. And in this particular case, I think it should.

There is a weapon copy flag that can modify copying behavior, but again I'm working from memory and don't recall which one it is. This is where you go to the manual.
Yeah, it was what I am thinking, but the manual doesn't says if this is possible:

modelflag {int}

~Determines how weapon model copies animation and weaponlist from original model.
0 = Animation and weaponlist are copied
1 = Animation aren't copied but weaponlist are still copied
3 = Animation and weaponlost aren't copied
~Use this with weapon models of course.


Since he said the MP 0 haven't worked, I think the best option would be this:
Use a script to set her current MP value to 0 (the max value is irrelevant) and make sure she can't gain any during the stage. Technically the MP gauge is still there, but it will be empty and thus invisible. The script to do this is insanely simple - it's literally two lines.

If I am correct, this could be a SPAWNSCRIPT with this, right?
Code:
void main(){
	void self = getlocalvar("self"); //Get calling entity.
        changeentityproperty(self, "mp", 0); // Set the MP.
}

And them set the "mpset" to prevent the entity to gain any mp?
mpset {mp} {stable type} {stable} {recover rate} {drop rate} {charge rate}
 
Got a new update about that mp bar during the vehicle stage:
So I was tinkering around with the mprate and mpset settings and came across this.


Don't pay any attention to the ugly jetski sprite :P But just take a look at that mp bar. You can see it's draining. But while it is draining, another blue bar (the dark-blue one) is revealed underneath the actual draining mp bar. That bar (the dark-blue one) is the one that I'm trying to get rid of.
When the mp bar (the light-blue one) is completely drained, I am still left with that dark-blue bar and it just won't go away.

PS: If I'm uploading too many screenshots and/or videos, please say so and I will stop doing that. I don't know if it would harm the website in any way.
 
O Ilusionista said:
Have you tried to use the script I mentioned?
Not yet, I'm still figuring out where to put that script. This is very new and advanced for me. I'll probably figure it out, though.
 
I can already tell you the setting MP to 0 won't work, at least not as the module is designed. I forgot about the back light bar. That other bar you see is inserted by OpenBOR to give the MP bar a backdrop as it fills and empties. It's the same thing as the red backing bar for HP. You can turn it off in the HUD set up, but it affects the whole module. Most of the time a gauge without backing (IOW, with the stage showing through) looks really crappy and is hard to read.

It's starting to look like you need to draw your MP gauge bar manually with script. If you want to try, we'll be glad to help and I promise it's nowhere near as scary as it sounds.

DC
 
Damon Caskey said:
It's starting to look like you need to draw your MP gauge bar manually with script. If you want to try, we'll be glad to help and I promise it's nowhere near as scary as it sounds.
I do wish to try, but to be honest, not right now. I tend to focus on too many things at once for this new mod of mine. I've got lots of ideas planned, so in order for it to not get overwhelming for me, I'm first gonna focus on the stuff that I am familiair with and finishing that first.

After I've finished the more familiair stuff, I will try a little scripting and see where it gets me ;)
 
Hey guys, I'm having some trouble.

I have a boss character that's flying a helicopter and shooting a minigun at you. The problem I'm having is that the flash of the minigun appears at the wrong places. It spawns where the crosshair locks on to you. You see that yellow flash that quickly appears when the gun is gonna fire? I want to have that in front of that minigun everytime the gun will fire and stay there. How do I do that? It seems to be connected to the crosshair.

I have tried making the yellow flash a 'subentity' so that it spawns everytime the gun will fire. It does spawn, it just does not stay in place.
This gif image below is what I'm trying to achieve
1.gif

So, the yellow flash must always be in front of the gun when it fires, no matter where the crosshair is.
 
nsw25 said:
Why not just add it to the chopper sprite?
Wouldn't it look weird if the yellow flash would always be there, even if the gun is not firing?

nsw25 said:
Or use bind if you wanted alpha transparency or something
Thanks. But first, I'm gonna have to look up what 'bind' is.
 
Hey man. First, sorry about the delay, but I tried to edit your jetski and I didn't liked the result AT ALL right in the start, so I dropped it :(

About your case, you can spawn the entity using a bindentity code, like spawnbind) so you can spawn the yellow flash at the same position and it will follow if the helicopter moves.
 
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