O Ilusionista
Captain 80K
there is only one problem: neither wall or basemap can float. IOW, they need to stand over something. But platforms can.walls and basemaps in entities
there is only one problem: neither wall or basemap can float. IOW, they need to stand over something. But platforms can.walls and basemaps in entities
void ModProperty(char PropName, void Value)
{
void Self = getlocalvar("self");
void PropValue = getentityproperty(Self,PropName);
PropValue += Value;
changeentityproperty(Self, PropName, PropValue);
}
Function getentityproperty must have a string property name.
@paulo.benderSo, I'm facing a weird behavior.
I've always used the function below to make my life easier in the previous versions:
C:void ModProperty(char PropName, void Value) { void Self = getlocalvar("self"); void PropValue = getentityproperty(Self,PropName); PropValue += Value; changeentityproperty(Self, PropName, PropValue); }
But for some reason, the function is not reading the entity's property as intended, and I received the following warning on the log:
PropValue = ""+PropValue+Value;
would add 2 to the character's MP, but instead it's setting the character's MP to 2.@cmd ModProperty "mp" 2
Tried both, to no avail.I know OpenBOR script is weak typed, but value should be either an int or a float. Not a void.
int PropValue = getentityproperty(Self,PropName);
ah I meant that is a good habit to use the proper type when scripting, even openbor script being weak typed (IOW, it doesn't care about the wrong types).Tried both, to no avail.
I'm testing some different v4 builds to see from which one the issue started to happen.line, that isn't reading the property's value properly.
getentityproperty
Great! Thanks for the tests and reportEDIT: Tested it, and it's working perfectly! (even the blockpain issue has been solved, by the way)
Actually... alot of Unreal Engine 4 stuff is drop-in compatible with Unreal Engine 5. but what *is* missing is the fancy "convert UE4 project to UE5" thing that unreal engine also has.@Ianyer The way the engine is assigned is different now, think of it as a much better and new way to create instead of an updated version, what you create with Unreal engine 4 is not going to be compatible with Unreal engine 5, so choose what version of the engine you want to use and stick with that.
I'm not going to look at OpenBor engine 4 until all my projects with OpenBor engine 3 are finished and if I do decide to create with OpenBor engine 4 I'll be starting from a bare bones new project.
Going forward try to consider that OpenBor engine 4 has nothing to do with OpenBor engine 3.
Actually... alot of Unreal Engine 4 stuff is drop-in compatible with Unreal Engine 5. but what *is* missing is the fancy "convert UE4 project to UE5" thing that unreal engine also has.
Tested using Dolphin emulator, the engine opens but does not detect paks. Also I got some errors while opening.Can anybody help me out and test OpenBOR 4.0 - 7533 wii port is working: WII
I don't have a system I can test on right now.
- Locking/Compiling - If OpenBOR has a flaw, it's that it is too open and too easy for its own good. I am working on a setup for creators to compile their game data into a closed form without resorting to third party tools. This should open the door for cretors interesed in professional work or projects with original content and cut back a bit (though never fully eliminate) the proilferation of "EXs", "XXXs", "super-ultimate-whatever" hacks from outside the community that have caused some of our best creators to depart.
Has there been any update on this?
@DCurrent This sounds a lot like SecurePAK. Back in the day we had this functionality baked into limited runs when a OpenBOR creator wanted to lock down their resources because they either had heavily modified artwork or created artwork from scratch and did not want others to manipulate the resources.Has there been any update on this?
This sounds a lot like SecurePAK. Back in the day we had this functionality baked into limited runs when a OpenBOR creator wanted to lock down their resources because either 1 they heavily modified existing artwork or created artwork from scratch and did not want others to manipulate the resources.