Canceled Mace's Deadly Case

Project is halted prior to completion and will not receive further updates.
O Ilusionista said:
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 :(
No problem, there's no rush at all ;) But do you mean you won't be helping me with that sprite anymore?

O Ilusionista said:
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.
Thanks, I'm gonna look up what 'bindentity' is. Never used it before. I'm guessing the code goes in the yellow flash's' .txt file?
 
pixel.gaze said:
Maybe this will help?
Edit by moderation: this content is copyright protected and can't be shared here.

Sorry, but I know that iStock Image is copyrighted that's why I added the source, I just convert it to sprites. Not that it needed to be just like the original image. Maybe just a base. It was just to give an idea. Just trying to help, that's all..
 
MadGear said:
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....

Hmmm... which entity spawns the yellow flash? if it's helicopter, it should be straight forward, but if it's the crosshair, that could be tough. Doable though :)
 
Bloodbane said:
MadGear said:
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....

Hmmm... which entity spawns the yellow flash? if it's helicopter, it should be straight forward, but if it's the crosshair, that could be tough. Doable though :)
It's the crosshair that spawns the yellow flash. Maybe that's what I'm doing wrong? You said it was doable. Could you show me?
 
pixel.gaze said:
pixel.gaze said:
Maybe this will help?
Edit by moderation: this content is copyright protected and can't be shared here.

Sorry, but I know that iStock Image is copyrighted that's why I added the source, I just convert it to sprites. Not that it needed to be just like the original image. Maybe just a base. It was just to give an idea. Just trying to help, that's all..

I know you are trying to help, but you can't use it even for "turning into pixels" because it violates their rules - plus, I am a contributor at iStock too.
For example, even if you turn someone into a Silhouette, they won't accept the image if you don't have the model authorization.

So, do not post any content from iStock here, please.
 
I don't know what pixel.gaze posted. I've never seen it.

Anyway, back on-topic: I'm trying different things now with the helicopter boss. Work in progress. I'll let you know if something else comes up or if I have an update.
 
MadGear said:
It's the crosshair that spawns the yellow flash. Maybe that's what I'm doing wrong? You said it was doable. Could you show me?

Not wrong, I asked to determine the solution to the problem :)

Hmmm... previously I said tough cause that would require the crosshair to be linked with helicopter and orders the copter to spawn yellow flashes when crosshair is firing. However since the heli is floating still in place, I believe we could use simpler solution
Do you know how to use @cmd and animation script? and do you know how to add function to an animationscript?
If you do, you could use this function:
Code:
void spawn05(void vName, float fX, float fY, float fZ)
{
	//Spawns entity based on left screen edge and z axis
	//
	//vName: Model name of entity to be spawned in.
	//fX: X distance relative to left edge
	//fY: Y height from ground
      //fZ: Z coordinate

	void self = getlocalvar("self"); //Get calling entity.
	void vSpawn; //Spawn object.
	int Direction = getentityproperty(self, "direction");
        int XPos = openborvariant("xpos"); //Get screen edge's position
        int Screen = openborvariant("hResolution"); // Get screen width

	clearspawnentry(); //Clear current spawn entry.
      setspawnentry("name", vName); //Acquire spawn entity by name.

   if (Direction == 0){ //Is entity facing left?                  
      fX = Screen-fX; //Reverse X direction to match facing and screen length
   }

	vSpawn = spawn(); //Spawn in entity.

	changeentityproperty(vSpawn, "position", fX + XPos, fZ, fY); //Set spawn location.
	return vSpawn; //Return spawn
}

This function spawns entity at defined y and z coords and x relative to screen
When crosshair fires, it could spawn yellowflash like this:
Code:
@cmd spawn05 "YelFlash" 450 110 320

This will spawn YelFlash (assuming that's your yellow flash) at 450 pixels relative to left screen edge, 110 pixels above the ground and at z = 320. The yellow flash's position isn't affected by crosshair's position at all
Yellow Flash shouldn't be affected by gravity and should have setlayer higher than helicopter's or at least spawned in front of the helicopter
 
I appreciate the help, but I am not familiar with script or the projectile function.

As you can probably tell, I'm pretty basic when it comes to OpenBOR...even after nine years :P But I'm trying some new things every now and then.
 
Its on the manual
http://dcemulation.org/index.php5?title=OpenBORManual#Engine_defined_functions_.28Native_functions.29

The info about this was missing on the manual for so long. I searched for it on many posts, on the source code and talked with some devs to finally document it.
It has many usages and if I knew this before, I had not needed to build many functions I've build on my game.
 
I found a solution. I removed the crosshair. I got tired of it not working properly (sorry to everyone that tried to help me. I just couldn't figure it out. I tried).
So, I have made something else now. Something that's easier for me to understand. It's hard to explain in detail, so I'll show a video soon.

Only thing I'm struggling with now is pretty much the bane of my existence when it comes to OpenBOR: attackboxes, bboxes and their width. Those are really a pain to set correctly if you have trouble understanding it. It's really just trial and error on my part and just hoping I will, eventually, get it right. If I'm lucky, I get it right in a couple of hours. If not, it can take me a whole day to get them right.
 
nsw25 said:
heres link

http://www.chronocrash.com/forum/index.php?action=tpmod;dl=item305

I heard a lot about it.
But it seems to be quite limited (?) buggy (?) with crashes that makes your project file lost.
Is it possible to open a project with it without saving the changes - THEN copy paste values into you real text files?
If it was more stable (?) I would gladly use it to make things faster even for me.

Again, I'm not quite sure about this program.
Is it really reliable?
 
Not confusing it with OBeditor? that thing is buggy as hell.  I've never had much problems with openborstats, yeah you don't have to commit changes if you don't want.  But if really worried just make a backup before you start working with it.  z depth gets removed using stats, it's really the only major issue, typically this value doesn't change much,  it's just a matter of search and replace your text file after saving with stats to fix it.
 
MadGear said:
nsw25 said:
do you use Openborstats ?
To be quite honest: No, I don't. And to be even more honest: I have no idea what it is :P But you just told me. It sounds very handy.

Question: what do you use to develop to OpenBOR? I am curious about it.

nedflandeurse said:
nsw25 said:
heres link

http://www.chronocrash.com/forum/index.php?action=tpmod;dl=item305

I heard a lot about it.
But it seems to be quite limited (?) buggy (?) with crashes that makes your project file lost.
Is it possible to open a project with it without saving the changes - THEN copy paste values into you real text files?
If it was more stable (?) I would gladly use it to make things faster even for me.

Again, I'm not quite sure about this program.
Is it really reliable?

I agree with Beastie. I think you are mixing the programs.
OpenBORStats DO have some bugs: It will strip Z witdh from bbox (but since this wasn't in the manual for ages, most people will ignore it anyway) and the major issue is with LOOP [start] [end] - the program will revert it to zero if you don't watch it (most of times, its when you save , close and reopen a character again).
There is a random bug which will mix two animations in one, which can corrupt the character file. But its very rare to happen and this is why I use Dropbox to develop things.

But excluding that, its still the best option we have - or the most stable. OBeditor is better in some things, like enemy placement (but if you have ANY script on the stage, it will be bug once you save it) and making platform, Modderstool is cool but its too much instable (no offense).

I hope Virtualltek find enough time to finish the OpenBOR module for Fighter Factory. If everything go well, there is a high chance of it be the definitive tool to code for OpenBOR, as it is for Mugen.
 
O Ilusionista said:
Question: what do you use to develop to OpenBOR? I am curious about it.
I don't use any programs (outside of Paint)  It's all muscle memory on my part. All the things I've learned through the years, I just remember them or I write them down. Have been doing this for the past 9 years. It's the way I know how to get it done (BDD is proof of that). Of course, I also use 'wavtobor' to create the music files and YouTube is also a big help if I want certain songs or sound effects.
 
I see. Well, you are making your life way harder than it should be :)

So I have some suggestions:
- Download OpenBORstats, for coding. http://www.chronocrash.com/forum/index.php?action=tpmod;dl=item305
- Do not use .BOR files, use .OGG files instead. They are way smaller and you can loop them easily.

About the music, i have some more extra tips:
- Download the music you want from youtube (there are several ways to do it)
- Using an audio editor, like GoldWave, Audacity or Audition, convert the song to WAV (yeah, wav. It will give you a big file but you will understand why later). You can save it in mono to save space if you want.
- Use this tool to convert the .WAV to a small size .OGG file http://www.chronocrash.com/forum/index.php?topic=1001.0
 
Thanks for all those suggestions, O.

So, I've been doing things the hard way without even realizing it? :o  :P

Not to pat myself on the shoulder, but I guess you could also see it as that I was passionate and patient enough to actually do it that way, just to make a game :P
 
Well, I tried out OpenBORstats. Once I opened it, I instantly recognised and remembered it. I have seen it before, many years ago while I was still developing BDD.
Unfortunately, it didn't make any sense to me then and, to be honest, it still doesn't make any sense to me now. I really have no idea what to do with that program. I managed to run my mod with it, but that's all I got. The only thing I wish to do is put in the correct attackboxes and bboxes numbers for sprites.

Me not figuring out the program is probably the reason why I forgot about it throughout the years.
 
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