Chrome detects a virus in the latest release. It might be a false positive, but can someone please check what's the issue? I really want to try it out but I've had serious problems with malware last year (incuding stolen credentials and payment site logins), I'm not risking it...
Weird, I just tried to download it using Opera on Windows 11 and everything is ok at my end.sorry, it was Opera, not Chrome. I don't even have Chrome on this PC
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Firefox downloads but the archive is always corrupt
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ah, probably that is the reason, since there is an .exe file inside.that's weird. It's also the first time I'm having this warning, might have to change browser definitions temporarily (high security settings because kids use the PC)
I have discovered a weird (even though easy to replicate) bug:
After landing from a RUNJUMP animation, as long as I don't input nothing else, pressing attack button triggers a RUNATTACK, even if my character is idling.
I could RUNJUMP, land on floor, stay idling for as long as I want (even triggering the SLEEP animation), and I'd still be able to RUNATTACK as soon as I hit the attack button.
The bug is confirmed, we are working on a fix for the next build. Thanks for the reportI'm using the latest one available, 4.0 build 7556 (or something like that, I'm on at my PC right now), the same one that is lacking the blockpain logic.
As far as I know this isn't new - I saw it happening many times. But I never realized how to trigger itAfter landing from a RUNJUMP animation, as long as I don't input nothing else, pressing attack button triggers a RUNATTACK, even if my character is idling
I hope this is the right place. may I suggest the option to use entities as UI elements? It would not only help me but also open up more customization options for beginners like me. animated or frame-based counters, meters, icons and much more would be possible with this, I would even give a template to the community
I understand, so how about something for models, like a special type that doesn't scroll? or is there something in the documentation I missed? I really don't want to make outlandish suggestions, but the relationships between the different game elements are quite unlike anything I've ever worked with. I also understand that scripts are a big selling point for advanced users but for OB beginners who don't know much about code it's a huge difficulty spike, especially if you consider how fragmented the wiki is.As I explained in your thread, you already can. I'm sorry, but no, I won't make entities into hard coded menu and load elements if that's what you're asking. It would require an unreasonable time and code expenditure when the functionality is already supported through scripts.
DC
I understand, so how about something for models, like a special type that doesn't scroll?
Scroll <float>
. That overrides the model's scroll speed.I really don't want to make outlandish suggestions, but the relationships between the different game elements are quite unlike anything I've ever worked with. I also understand that scripts are a big selling point for advanced users but for OB beginners who don't know much about code it's a huge difficulty spike, especially if you consider how fragmented the wiki is.
I know this is all unpaid volunteer work and you shouldn't go out of your way unless it's for the greater good of the community. is there a discord or something where we can get help, share screens and whatnot? I think that would be a great learning resource for people like me and would keep us from filling the forums with newbie questions
It's already possible using scripts to attach entities' position to wall/hole/basemap position. Below some examples:walls and basemaps in entities
@cmd changeWall 0 10 20 5 10
void changeWall(int id, int x, int z, int depth, int height)
{//Change defined wall by ID
changelevelproperty("wall", id, "x", x);
changelevelproperty("wall", id, "z", y);
changelevelproperty("wall", id, "depth", depth);
changelevelproperty("wall", id, "height", height);
}
void changeHole(int id, int x, int z, int depth, int height)
{//Change defined hole by ID
changelevelproperty("hole", id, "x", x);
changelevelproperty("hole", id, "z", y);
changelevelproperty("hole", id, "depth", depth);
changelevelproperty("hole", id, "height", height);
}
void changeBasemap(int id, int x, int z, int depth, int height)
{//Change defined basemap by ID
changelevelproperty("basemap", id, "x", 9999);
changelevelproperty("basemap", id, "z", 9999);
changelevelproperty("basemap", id, "xsize", depth);
changelevelproperty("basemap", id, "zsize", height);
}