Canceled Metroid: Warworld & Mission to Mars

Project is halted prior to completion and will not receive further updates.
I need help on a few items. First: I need go know how go add "dash" to Samus, but I want it to be like the dash move in Jennifer. I studied the Jennifer mod, but could not figure it out. I could not find it in the wiki manual. Second: on the subject weapons for Samus, Bloodbane said to change the projectile, but how can you make Samus shoot diffent projectiles while in jump. For instance I want her to he able to jump and shoot 5 different types of projectiles. Thanks guys.
 
1. - It's just a freespecial that you make yourself.  I checked Jennifer mod, it uses jumpframe, but there's a few ways you could do this.  Bloodbane has 'dasher' script just for this. - http://www.chronocrash.com/forum/index.php?topic=12.msg51#msg51

Also if you want the same effect as dash in Jennifer, it adds slowmotion.

Here's the code from jennifer for reference.
Code:
anim freespecial9
	jumpframe 0 0 4.5
	cancel 1 18 0 d f d f a freespecial12
	cancel 1 18 0 d f d f s freespecial14
	cancel 1 18 0 d f d f j freespecial13
		sound data/sounds/beware.wav
		energycost 20
		mponly 1

		delay 2
 @script
		if (frame == 1){
		changeopenborvariant("slowmotion", 1);
		}
		if (frame == 3){
		changeopenborvariant("slowmotion", 0);
		}
		@end_script
		offset  28  105
      frame	data/chars/blaze/tra4.png
      frame	data/chars/blaze/tra3.png
		offset  33  89
      frame	data/chars/blaze/tra1.png
		offset  33  61
      frame	data/chars/blaze/tra5.png
		offset  32  61
		#attack  11  18  108  44 10 0 0 0 30
		dropv 2 2.3 0

      frame	data/chars/blaze/tra6.png
		attack 0
      frame	data/chars/blaze/tra6.png
		offset  30  53
		#attack  4  8  121  47 10 0
		dropv 3 2.3 0
      frame	data/chars/blaze/tra7.png
      frame	data/chars/blaze/tra7.png
		offset  32  40
		#attack  1  0  125  41 10 0 0 0 30
		dropv 2 2.3 0
      frame	data/chars/blaze/tra9.png
      frame	data/chars/blaze/tra9.png
		offset  30  40
		attack1  8  11  117  20 10 0 0 0 70
		dropv 2 2 0
      frame	data/chars/blaze/tra11.png
		attack  8  12  116  21  10  0  0  0  70
      frame	data/chars/blaze/tra11.png
		#attack  11  18  108  44 10 0 0 0 30
		dropv 2 1 0
      frame	data/chars/blaze/tra12.png
      frame	data/chars/blaze/tra8.png
		offset  31  40
      #frame	data/chars/blaze/tra10.png
		offset  33  89
      frame	data/chars/blaze/tra1.png
		offset  28  105
      frame	data/chars/blaze/tra3.png
      frame	data/chars/blaze/tra4.png

2 - Not exactly sure what you're asking... Can you explain further?

If you use weapons in openbor, each weapon is a separate character/model and you could have different projectiles for each.

You should use projectile command instead of spawnframe or using old knife system.  You can declare this more than once during an animation.

example: @cmd projectile 1 "name" x z y

Code:
@cmd	projectile 1 "Bullet" 0 0 0

 
Thanks BeasTie, I looked at that and was not sure if that was it or not. Do I need to update anything in my script folder in order to accomplish this? Also one more thing, how do you add more buttons to an entity, what I mean is how do you activate the other free specials. Thanks buddy.
 
Second: on the subject weapons for Samus, Bloodbane said to change the projectile, but how can you make Samus shoot diffent projectiles while in jump. For instance I want her to he able to jump and shoot 5 different types of projectiles. Thanks guys.

I really need to know what exactly you mean by shoot 5 different projectiles. Do you mean she can change projectiles or shoot all of them at once?
Or you want her to have multiple shoot animations which shoot different projectiles?

Also one more thing, how do you add more buttons to an entity, what I mean is how do you activate the other free specials.

You can only have 6 buttons, no more (unless you want to use start button too)

I think you actually meant cancel command. Set this in JUMP animation something like:

anim jump
cancel 1 10 0 A2 freespecial5
...

If you press attack2 while jumping (and your character is in either frame 1,2 or 10), he/she will perform FREESPECIAL5 animation
 
A.D. Vanderstein said:
Thanks BeasTie, I looked at that and was not sure if that was it or not. Do I need to update anything in my script folder in order to accomplish this?
Nah that projectile command is 'built in' already. 
If you want slowmotion just copy/paste the example from jennifer.  Just change the frames to suit your own animation.

in this code it is turning slow motion ON at frame 1, then turning it OFF at frame 3
Code:
@script
if (frame == 1){
changeopenborvariant("slowmotion", 1);
}
if (frame == 3){
changeopenborvariant("slowmotion", 0);
}
@end_script

A.D. Vanderstein said:
Also one more thing, how do you add more buttons to an entity, what I mean is how do you activate the other free specials.

Check this section of manual for details.
http://dcemulation.org/?title=OpenBORManual#Offense_.26_Defense

Code:
com {input1} {input2} ... {input15} freespecial{#}

~Allows you to customize freespecial input commands.
~The {#} should be the number of the freespecial you want to change. You can leave it blank for 1 or use 2 though 8 for 2 through 8. There is no space between freespecial and {#}.
~If you want to define this command for freespecial9 or higher, make sure
'maxfreespecial' (see models.txt above) has been set.

~{input#} defines which key must be pressed. It can be direction or action keys
~Accepted direction inputs are:
U: Up
D: Down
F: Forward
B: Back (The direction opposite your current direction. If used, the character will turn around.)
~Accepted action inputs are:
A: Attack button
A2: Attack button2
A3: Attack button3
A4: Attack button4
J: Jump button
S: Special attack button
K: Alternate special attack button
~You can define same input multiple times if you want to, example: F F A
~You can use either S or K for the special attack button commond. You can only use one or the other, so pick one and stick with it. This was done so that modders who use the special key for blocking can remember the key is used to blocK, not use Specials. (B would have been used, for Block, but B is already used for Back.)
~Make sure that you don't have any conflicts with other commands. RUN, DODGE, and the directional ATTACKs all have inputs which can be the same as freespecials.
~If you use B for {dir1}, flip the next input. The player changes direction, remember? So B, F, A would be 'turn around, move forward, attack', but since you turned around first, moving forward would mean moving in the direction you just turned to. If you wanted to have an input like Street Fighter's Guile or Charlie's Sonic Boom, you'd need to use B, B, A instead of B, F, A.

So if you want A2 button to trigger FREESPECIAL8 the code would be this in char header

Code:
com A2 freespecial8

Do what Bloodbane explained for additional jump attacks etc.
 
Thanks guys I think I finally understand it now. I sat down and studied the Jennifer & Mortal Kombat mod last night for about 3 hours. I done some small experiments to see what I could get to work. I will have to add a bunch more animations for the weapons. One more question though. Since Samus has an arm cannon & never needs to pick up another weapon, will the mod crash if she does pick up a weapon, or will the engine not let her pick up a weapon. Also when the shot number is up for a weapon will the entity go back to the default player?
 
A.D. Vanderstein said:
Since Samus has an arm cannon & never needs to pick up another weapon, will the mod crash if she does pick up a weapon, or will the engine not let her pick up a weapon.

If the weapon model doesn't exist or you already have the identical weapon, nothing happens.

Also when the shot number is up for a weapon will the entity go back to the default player?

Yes, you will revert to the default model.

DC
 
mtrain said:
Using my own MASS EFFECT explosions) Looks good) Interesting mod
Where did you get those amazing explosion effects, they are the rest I have found. Your name appears in the opening & ending credits BTW.
 
ah, no problem, A.D. Vanderstein, take what you want, i think i will never finish ME mod, so the resources will be helpful to other moders)

Explosions and all effect for that mod i make in program Particle Illusion, then have exported an animation to a sequence of bmp files, and after that edit them in Photoshop for the final result (make a palette, transparent). If someone need i can write a tutorial (when i will have a few days off))
 
mtrain said:
ah, no problem, A.D. Vanderstein, take what you want, i think i will never finish ME mod, so the resources will be helpful to other moders)

Explosions and all effect for that mod i make in program Particle Illusion, then have exported an animation to a sequence of bmp files, and after that edit them in Photoshop for the final result (make a palette, transparent). If someone need i can write a tutorial (when i will have a few days off))
I want this program, can you make effects such as blood with it. And yes a tutorial would be great, because those effects are top notch & look so real.
 
I have been adding platforms to the mod & the level is free roaming, but when the level begins the player falls to the bottom. Is there any way to spawn the player entity from a certain point in the level? The particular level I am working on is 1500 pixels high and the player needs to start the level on a platform at about 1200 pixels high, any help would be appreciated. Thanks..
 
Nah this goes inside the level file, you spawn any entity and add the script after spawn command. 

spawn  empty
(PASTE SCRIPT HERE)
coords  430 430
at 0 

This is the script part
Code:
@script
void main()
{
    int P1 = getplayerproperty(0, "entity");
    int P2 = getplayerproperty(1, "entity");

    if(P1){
      changeentityproperty(P1, "position", 30,355, 226); 
      changeentityproperty(P1, "direction", 1); //Face right
    }
    if(P2){
      changeentityproperty(P2, "position", 30, 375, 226);
      changeentityproperty(P2, "direction", 1); //Face right
    }
}
@end_script

-----
Also when my player falls off of a platform it goes into idle stance. Is there such thing as a fall drop animation?
Code:
WALKOFF {players, enemies}

~Optional
~This animation is played when entity walks off platforms or walls
~WALK animation usually won't look good when entity is falling while walking so use this animation too to make entity look better :)
It's in the manual, you should read over again,  keeps it fresh in your mind.  Helps with ideas too, I bet if you read it again you will realize a lot of new things you can do with your mod.

Make sure you use the latest thou - http://dcemulation.org/?title=OpenBORManual

Here's a downloadable version, including some other helpful stuff - https://www.dropbox.com/s/09484bpn38zmixe/OpenBoR%20Help%202013.7z
 
A.D. Vanderstein said:
Hey BeasTie, Blood says you can paste this script into entity file, but if you do that and then the next level you want to spawn player at a different point will this script force player to spawn from same point.

Nope, it won't.
That's the great thing about level scripts pasted directly at level spawns, it is only applied in that level so you don't have to worry about other levels :)
If you want to set different values for different levels, just do so in respective level texts :)
 
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