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Manual Updates

Last update on 2020.11.12 - by O Ilusionista
• Levels: Added “scrollx” and more information on “scrollz”
• Levels: Added more information about "maxtossspeed"
• Script: Added information about “changelevelproperty”
• Added "loading.c" under Global Events.
 
hi @ilusionista

if you do a quick search on this forum concerning png24 - nothing shows up - just one post -
if you search for png 24 png24 on the openbor manual nothing shows up.

could you add some info on the manual - I'm trying to learn how to use these valuable formats.
 
PS VITA this topic is only for tracking the manual updates. For manual addition suggestions, please use this topic http://www.chronocrash.com/forum/index.php?topic=2022.0
 
nodropen

    Setting this command makes enemies not knocked down on respawn. Normally when player respawns, all enemies onscreen are knocked down (no damage though).
    This command doesn't take any argument. Declaring it is enough to set it.

I think this is nodropen {bi}, 0 or 1 to activate it, am I correct?
 
Thank you @Bloodbane for this information :) .
I've got another question about jumpmove:
jumpmove {fx} {fz}
  • This allows Player to modify player's jump movement.
  • {fx} determines effect in x axis:
    • 0 = (default) No effect.
    • 1 = Left/Right changes facing direction during jump.
    • 2 = Left/Right changes jumping speed during jump (doesn't work with static jump).
    • 3 = Combination of 1 and 2.
  • {fz} determines effect in z axis:
    • 0 = (default) No effect.
    • 1 = Walking/running momentum is carried during jump.
    • 2 = Up/Down changes jumping speed during jump (doesn't work with static jump).
    • 3 = Combination of 1 and 2.
I tested
Code:
jumpmove 7 7
because I wish to move during the anim jump which works perfectly like this :cool:. I assume that is a combination between 1+2+4 effect?
Is it possible to have more information about this option in the manual?
 
Hi, can we add to the manual that all platforms are killed beyond 3500 pixels offscreen (build 6412)? I've spent some time finding why they don't appear at some point of one level :) .
 
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@Bloodbane: It's right here.

jumpmove {fx} {fz}


  • This allows Player to modify player's jump movement.
  • {fx} determines effect in x axis:
    • 0 = (default) No effect.
    • 1 = Left/Right changes facing direction during jump.
    • 2 = Left/Right changes jumping speed during jump (doesn't work with static jump).
    • 3 = Combination of 1 and 2.
  • {fz} determines effect in z axis:
    • 0 = (default) No effect.
    • 1 = Walking/running momentum is carried during jump.
    • 2 = Up/Down changes jumping speed during jump (doesn't work with static jump).
    • 3 = Combination of 1 and 2.


Hi, can we add to the manual that all platforms are killed beyond 3500 pixels offscreen? I've spent some time finding why they don't appear at some point of one level :) .
If the manual updater has time to add that info, yes. I had that before, but I don't remember how many pixels to be distant for it to be removed.
 
@maxman: Bloodbane ask for the 4 4 option for the jumpmove. I find the jumpmove 7 7 option in an old post of utunnels.
@danno: Thanks, these are important informations ;) .
 
Bloodbane ask for the 4 4 option for the jumpmove. I find the jumpmove 7 7 option in an old post of utunnels.
According to the the source code, all jumpmove values from 4 and above have the same effect of all others, except that they work from a static jump.

jumpmovex
4 = Left/Right changes jump speed during jump (now includes the static jump too)
5 = Left/Right changes facing direction and jump speed during jump (now includes the static jump too)
6 = same as 4
7 = same as 5

jumpmovez
4 = Up/Down changes jump speed and Left/Right changes facing direction during jump (now includes the static jump too)
5 = same as 4
6 = same as 4
7 = same as 4
 
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A little question, is there a basic examples to learn OpenBor programming language? And not with the typical hello world, something how a moving a doll with the keys, etc.
Thanks.
 
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