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After I switch to EX Mode which is DevilDante, then I quit the game and start the new game again,
the z and the x values of the stage are screwed up that allows my character to walk off the screen.
At first I thought it was Zoom script bug, but it wasn't. As I said above, it is working fine in v3.0 build 6.3.9.1
Maybe I need to make some adjustments in v4.0 to make it work?????
I put the same weaponframe line in my game but worked fine, I suggest to put more details about what exactly is happening and what's your goal in this case (a video would help).

Bug2: NPC Attack / Attack1: It is supposed to be auto attack within the set ranges of x and z, but it is not doing anything in v4.0.
How is this auto attack working? What ranges did you fill exactly and where did you put them?
I'm using v4 and all the npc attacks are working fine, but I suggest you look at the wiki to see some new commands added (like the child_follow).
 
I put the same weaponframe line in my game but worked fine, I suggest to put more details about what exactly is happening and what's your goal in this case (a video would help).


How is this auto attack working? What ranges did you fill exactly and where did you put them?
I'm using v4 and all the npc attacks are working fine, but I suggest you look at the wiki to see some new commands added (like the child_follow).

anim attack
range 100 600
rangez 0 120
summonframe 6 30 -120 0 0 # frame, XYA (-Y = Up), 0 = spawn from spawner
subentity AirBall
loop 0
fastattack 1
bbox 0000
offset 1047 556
seta 500

Notice: I have seta 500 to make the Phoenix looks like it's floating. Its auto attack is throwing fireball down within the range and range z
Maybe this one is causing the problem in v4.0

My other npcs that don't have this seta, their auto attacks are working fine in v4.0.
I've tried to setup the child_follow before, but the new v4.0 child commands don't allow me to have them in the anim.
As I mentioned regardless of seta, it is working fine in v3

Thank you
 
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I put the same weaponframe line in my game but worked fine, I suggest to put more details about what exactly is happening and what's your goal in this case (a video would help).
Have you tried to quit the game then start new game again after you switch mode / change weapon?
My goal is to have 2 modes: base mode which is Dante and EX Mode which is Devildante. Using weaponframe to switch to Devildante when EX points reaches to max


EDIT:

BTW, I had this
skipselect Dante in the levels.txt
not sure if it would make any difference after I quit the game and come back. Will test it when I get home and will make video of the problems if I have time tonight.

Thank you

--------------------------------------------

EDIT2:

I finally figured out what was causing the walkoff screen problem after many trials and errors!

The problem was whenever I switched from
Base model --> EX Mode --> Base model using weaponframe.
After that I quit the game and started the new game. In this new game, I can walk off the screen like magic!

Here is what I've found out:
I only had this function:
Code:
modelflag 1   # Animation aren't copied but weaponlist are still copied.
in the EX Mode model


After I added it to the Base model as well, the problem is solved.
Basically, I have to have it in both models to solve it.
 
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Notice: I have seta 500 to make the Phoenix looks like it's floating. Its auto attack is throwing fireball down within the range and range z
Maybe this one is causing the problem in v4.0
Exactly, this is where the problem is. For flying characters, in addition to the range/rangez, I suggest to fill both rangea/rangeb in order to make a.i. controlled characters targeting opponents above and below.

Considering that the "seta" command also changes your current base, it makes sense if the engine does not identify any opponent if only the X/Z range are declared since it will scan for any entity that is on the same ground as you. If there's some difference between v4 and v3, I think it's not a bug but just requires a more accurate range configuration.

1737088107071.png

Usually I put rangea/rangeb in all my Jet character attacks.

Code:
anim attack1 #GRAB/LONG RANGE CHARGE
    range -48 480
    rangea -999 999
    rangeb -999 999
    rangez -48 48
    fastattack 1
    jugglecost 0
    forcedirection 0
    otg 1
    loop    0
    delay    4
    offset    158 181
    bbox    145 109 24 74
    @cmd hitfx "data/sounds/none.wav"
    @cmd hole 0
    @cmd leaper 0 -1 0
    frame    data/chars/bosses/jet/sor2/a100.png
    frame    data/chars/bosses/jet/sor2/a101.png
    frame    data/chars/bosses/jet/sor2/a100.png
    @cmd landFrame 2
    frame    data/chars/bosses/jet/sor2/a101.png
    attack 145 109 40 74 0 0 1 1 0 12
    noreflect 1
    frame    data/chars/bosses/jet/sor2/a100.png
    @cmd aniChange 2 openborconstant("ANI_FOLLOW2")
    frame    data/chars/bosses/jet/sor2/a101.png
 
Exactly, this is where the problem is. For flying characters, in addition to the range/rangez, I suggest to fill both rangea/rangeb in order to make a.i. controlled characters targeting opponents above and below.

Considering that the "seta" command also changes your current base, it makes sense if the engine does not identify any opponent if only the X/Z range are declared since it will scan for any entity that is on the same ground as you. If there's some difference between v4 and v3, I think it's not a bug but just requires a more accurate range configuration.

View attachment 10042

Usually I put rangea/rangeb in all my Jet character attacks.

Code:
anim attack1 #GRAB/LONG RANGE CHARGE
    range -48 480
    rangea -999 999
    rangeb -999 999
    rangez -48 48
    fastattack 1
    jugglecost 0
    forcedirection 0
    otg 1
    loop    0
    delay    4
    offset    158 181
    bbox    145 109 24 74
    @cmd hitfx "data/sounds/none.wav"
    @cmd hole 0
    @cmd leaper 0 -1 0
    frame    data/chars/bosses/jet/sor2/a100.png
    frame    data/chars/bosses/jet/sor2/a101.png
    frame    data/chars/bosses/jet/sor2/a100.png
    @cmd landFrame 2
    frame    data/chars/bosses/jet/sor2/a101.png
    attack 145 109 40 74 0 0 1 1 0 12
    noreflect 1
    frame    data/chars/bosses/jet/sor2/a100.png
    @cmd aniChange 2 openborconstant("ANI_FOLLOW2")
    frame    data/chars/bosses/jet/sor2/a101.png
Whoa, I added rangea, and rangeb, and it worked! Thank you so much for your help
 
If there's some difference between v4 and v3, I think it's not a bug but just requires a more accurate range configuration.

This is correct. Vertical range defaults are now based on the model's jump height setting. This is for optimization purposes, as you almost never need huge ranges except in special circumstances, and it adapts seamlessly with the model's jumping capability.

C:
/*
                * Other than Min X, default ranges are
                * based on jump height or grabdistance.
                * This is partially for legacy compatibility.
                * It works well enough that beginners won't
                * know the difference and advanced creators
                * will always want to adjust for their specific
                * needs.
                */

                const int range_default_grabdistance = (int)newchar->grabdistance / 3;
                const int range_default_jumpheight_max = (int)newchar->jumpheight * 20;
                const int range_default_jumpheight_min = (int)newchar->jumpheight * 10;

                newanim->range = (s_range){
                    .base = {.max = range_default_jumpheight_max, .min = -range_default_jumpheight_min },
                    .x = {.max = range_default_jumpheight_max, .min = (newanim->range.x.min) ? newanim->range.x.min : -10 },
                    .y = {.max = range_default_jumpheight_max, .min = -range_default_jumpheight_min },
                    .z = {.max = range_default_grabdistance, .min = -range_default_grabdistance }
                };

Default grab distance is 36.0, and default jump height is 4.0. So, assuming those are left alone, your default ranges are as follows:
  • Base: -40 to 80
  • X: -10 to 80
  • Y: -40 to 80
  • Z: -12 to 12
Some animations (like Upper) have their own static defaults, but the vast majority use the formula above.

DC
 
Hi everyone, how can i build it to wii? I'm a bit lost, already cloned the git but everything i tried get errors and messages about sld. Tried to bash build-all.sh but no success. Any help?
 
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