New and need help with projectiles.

Hello,
I am fairly new to openBOR and was wondering could someone help me?
I imported a Ryu character into my game how do I ad the Hadouken projectile? It is a separate animation and I don't know how to make any kind of projectile.
I know there is a manual but I cant read for long periods of time as I have eye strain and a visual of how to make a txt file would be great.
Any help would be welcome and appreciated.
I am excited to get my feet wet and I hope to be as good as all you guys someday.
 
I know there is a manual but I cant read for long periods of time as I have eye strain and a visual of how to make a txt file would be great.

I struggle reading for long periods of time too mainly due to my attention span, being busy and multi tasking, I prefer visual or listening as I tend to absorb the information better that way and I can get other things done at the same time, I would however suggest reading the manual even if its just in short 5 minute bursts and using the search function as most of your questions will have already been answered.

do I need to make a txt file with a name for projectiles?

yes like "bullet" for example

in models.txt point the engine in the direction of the bullet file like this


know door data/bgs/ff64th/64th.1/door.txt
know shut data/bgs/ff64th/64th.1/shut.txt
know pipe data/chars/misc/pipe/pipe.txt

know bullet data/chars/misc/bullet.txt

Then in the characters file (the one throwing the bullet (hadouken) load the bullet

name Topan
health 100
speed 8
type player
risetime -300
gfxshadow 1
noquake 1
holdblock 1

load bullet


Then in the animation you want to throw the bullet use throwframe like this

anim attack1
range 60 200
delay 6
offset 40 115

throwframe 3 82
bbox 20 9 36 102
frame data/chars/topan/shoot01.gif
bbox 26 9 34 102
frame data/chars/topan/shoot02.gif
delay 10
bbox 31 9 34 102
frame data/chars/topan/shoot03.gif
delay 15
sound data/sounds/dor2.wav
frame data/chars/topan/shoot04.gif
delay 6
frame data/chars/topan/shoot03.gif
bbox 26 9 34 102
frame data/chars/topan/shoot02.gif
bbox 20 9 36 102
frame data/chars/topan/shoot01.gif



"Throwframe 3 82' means Bullet is thrown at 4th frame at 82 pixels high from character's altitude. Yes, it's relative to character instead of to ground. That means if the character is jumping while throwing, thrown projectile will start high.
You can declare 'throwframe' in other animations too but only one 'throwframe' per animation."
 
I struggle reading for long periods of time too mainly due to my attention span, being busy and multi tasking, I prefer visual or listening as I tend to absorb the information better that way and I can get other things done at the same time, I would however suggest reading the manual even if its just in short 5 minute bursts and using the search function as most of your questions will have already been answered.



yes like "bullet" for example

in models.txt point the engine in the direction of the bullet file like this


know door data/bgs/ff64th/64th.1/door.txt
know shut data/bgs/ff64th/64th.1/shut.txt
know pipe data/chars/misc/pipe/pipe.txt

know bullet data/chars/misc/bullet.txt

Then in the characters file (the one throwing the bullet (hadouken) load the bullet

name Topan
health 100
speed 8
type player
risetime -300
gfxshadow 1
noquake 1
holdblock 1

load bullet


Then in the animation you want to throw the bullet use throwframe like this

anim attack1
range 60 200
delay 6
offset 40 115

throwframe 3 82
bbox 20 9 36 102
frame data/chars/topan/shoot01.gif
bbox 26 9 34 102
frame data/chars/topan/shoot02.gif
delay 10
bbox 31 9 34 102
frame data/chars/topan/shoot03.gif
delay 15
sound data/sounds/dor2.wav
frame data/chars/topan/shoot04.gif
delay 6
frame data/chars/topan/shoot03.gif
bbox 26 9 34 102
frame data/chars/topan/shoot02.gif
bbox 20 9 36 102
frame data/chars/topan/shoot01.gif



"Throwframe 3 82' means Bullet is thrown at 4th frame at 82 pixels high from character's altitude. Yes, it's relative to character instead of to ground. That means if the character is jumping while throwing, thrown projectile will start high.
You can declare 'throwframe' in other animations too but only one 'throwframe' per animation."
Thank you so much for the info I will try this.
 
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