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Manual Updates

O Ilusionista

Captain 80K
Manual Updates Log

Hi guys.
I've made this topic to track the Manual updates. The previous topic was kinda messed so I will focus in updating this one.

Some days ago, I've added a whole new Script section to the manual. It covers the following topics:

22 Script
22.1 Event Scrpts
22.2 Global Events
22.3 Level Events
22.4 Entity Events
22.5 Key Scripts
22.6 Script Reference
22.6.1 Script Variants
22.6.2 Local variants
22.6.3 Global variants
22.6.4 Functions
22.7 Predefined Script Functions


http://dcemulation.org/index.php?title=OpenBORManual#Script

I've added everything I found and know. I know there are some missing things, like the built-in @cmd projectile, but I need the description to add it to the manual.

Please, lets keep this topic clean with just useful information, ok? If there is anything missing in the manual, please post it here.  Note: THIS IS NOT A HELP POST. Do not ask for help here.

Thanks
 
this will help a lot O how do you have time to do this your are like super man lol you have a full time job, a family and still have time to make good games in mugen bor and tuortials so much work :P
 
There seems to be a typo in the manual:

playsample(sample, prioroity, lvolume, rvolume, speed, loop)
•~Play a defined sound sample.
•~'sample' is a sample constant (see openborconstant()).
•~'priority' is the playing priority.
•~'lvolume' is left volume.
•~'rvolume' is right volume.
•~'speed' is the play speed.
•~'loop': 0 = no loop, 1 = loop.
 
Update 10/22/2016:

  • Added new method of setting bbox (multiple values broken in separated lines)
  • Added new method of setting attackbox (same as above)

I will add more stuff once the DCemulation's server is back
 
O Ilusionista said:
Update 10/22/2016:

  • Added new method of setting bbox (multiple values broken in separated lines)
  • Added new method of setting attackbox (same as above)

I will add more stuff once the DCemulation's server is back

Aww man, wish you hadn't done that - those are going to be completely changed very soon. Please note this in the manual. I'd advise authors not to use them at all to be honest.

DC
 
Big update:

-New default sample: pause.wav
-updatescript (level script)
-ondrawscript
-Math Functions
-openborvariant("cheats")
-nosame
-onblockpscript
-skipselect update
-wall update
-hole update
-vbgspeed
-hitobstacle/hitplatform/hitwall
-BACKRUN
-CMD and CANCEL multiple inputs
-font number increased
-gfxshadow {shadowbase}
-basemap
 
Added "alphamask" to the manual.
It is such a cool and underated feature and I can't believe nobody ever added it to the manual, once its on the engine since version 3.2852+

alphamask {path}

~{path}
~Default: NA
~Path to a grayscale image (usually in PNG format) to be used as the alpha mask for the following frame or layer.
~The usage of the alphamask command is exactly the same for both animations and background/foreground layers of levels.
(...)

Its located under Frame Properties
 
Last update on 12 September 2017 - by O Ilusionista
*~ Added "ondoattack"
*~ Added more attack types (ATK_ITEM, ATK_LAND, ATK_PIT, ATK_LIFESPAN, ATK_TIMEOVER)
Both in DCE and Wikia manuals
 
You don't have to take my word, O Ilusionista, but I know onpainscript is missing in there. The onpain command defines which the entity is attacked.
 
maxman said:
You don't have to take my word, O Ilusionista, but I know onpainscript is missing in there. The onpain command defines which the entity is attacked.

Thanks, added.

By the way, what is the usage of this? Do anyone have more info about this?
nodropspawn {bi}

~When it is on, the spawn position will be restricted to spawn entry setting.
 
I was about to tell you about settextobj being missing, but I was surprised to find out that drawstring has a z layer in the 5th parameter. I didn't know z layer exists.
 
Last update on 06 January 2018 - by O Ilusionista
*~ "projectile" native script

I could SWEAR I've added it to the manual before. I've added a section called "Engine defined functions (Native functions)"
 
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