OpenBOR v3.0 Build 4432 (Windows/Wii/Android/PSP)

Status
Not open for further replies.
White Dragon said:
No bug, controllers are ok. 4108 uses SDL2.0.
Tested my controllers and work well.
Maybe xbox gampads need some drivers...

I tested on my laptop and was surprised when my xbox controller worked fine. So I went back to my main computer (which has 3 controllers connected) and unplugged all but one xbox controller, and it worked! There is something odd about having multiple controllers plugged in...I was able to configure player 2 with the controller that registered as "P2 BUTTON, P2 AXIS, etc" and it worked with all 3 controllers plugged in. I could not get the controllers in P1 and P3 slots to work at all with them all plugged in.
 
You need to set it in models.txt not in entity.txt
Hum, this doesn't makes much sense. Thanks that you fixed it.

Sorry DC, after the update I noticed what you wrote. But I had already made the update...
Sorry if I made a that request, but thanks anyway :)

added openborvariant background in write mode
This means that you can change the background via script?

Thanks for all your hard works.

 
O Ilusionista said:
added openborvariant background in write mode
This means that you can change the background via script?

Thanks for all your hard works.

Yes! Thanks!!  ;D

Here new updates:
- fix blockback, blockpain getentityprop
- improvement for AIMOVE2_NOTARGETIDLE it works -> example: aimove chase notargetidle
- minor fix for killentity()
- added subtype boomrang
- changed boomrang_acc to boomrang {acceleration} {horizontal_distance}
- changed entityprop: changeentityproperty(entity,"boomrang",acceleration,horizontal_distance)
getentityproperty(entity,"boomrang",flag)
flag:
0 = acceleration
1 = horizontal_distance

- improvement for boomrang_move (not complete)

more work on boomerang weapon:
- added animation getboomerang and getboomeranginair
- improved boomerang motion

added common_animation_normal (takeaction)

added new script function:
executeanimation(entity, int anim, int resetable);
it works like performattack() but just you play an animation without animation loop.
This function avoid changeentityproperty(entity,"animation",value) loop issue!

Ok guy, now boomerang is complete!!
Test it. Here the tutorial.

Now you have the new subtype boomerang (that set automatically aimove boomerang that you can set manually too).

The enemy/player that can spawn the boomerang need set an animation like:
Code:
anim attack1
	spawnframe 0 0 0 1 0
	subentity boomrang

	loop	0
	delay	10
	offset	29 57
	bbox	24 10 13 49
	frame	data/chars/Leo/Attack11.gif
	frame	data/chars/Leo/Attack12.gif
	frame	data/chars/Leo/Attack13.gif

just to spawn the boomerang.

and here the boomerang entity:
Code:
name	boomerang
type	 enemy
subtype boomerang
#aimove boomerang #automatic with subtype boomerang
#boomerang 0.2 106 # boomerang {acceleration} {horizontal_distance} #OPTIONAL

anim idle
	loop	 1
	delay	15
	offset	29 57
	frame	data/chars/Leo/boom01.gif
	frame	data/chars/Leo/boom02.gif
	frame	data/chars/Leo/boom03.gif

than if you want you can grab the boomerang at return with new animations getboomerang/getboomeranginair
Code:
anim getboomerang
	loop	0
	range 0 20
	offset	29 57
	bbox	0 0 0 0
	delay	10
	frame	  data/chars/Leo/MyToes01.gif
	frame	  data/chars/Leo/MyToes02.gif
	frame	  data/chars/Leo/MyToes03.gif
	frame	  data/chars/Leo/MyToes01.gif
	frame	  data/chars/Leo/MyToes02.gif
	frame	  data/chars/Leo/MyToes03.gif

anim getboomeranginair
	loop	0
	range 0 20
	offset	29 57
	bbox	0 0 0 0
	delay	10
	frame	  data/chars/Leo/MyToes01.gif
	frame	  data/chars/Leo/MyToes02.gif
	frame	  data/chars/Leo/MyToes03.gif
	frame	  data/chars/Leo/MyToes01.gif
	frame	  data/chars/Leo/MyToes02.gif
	frame	  data/chars/Leo/MyToes03.gif

How you can see you can set (optional) these animation for player/enemy that spawns the boomerang.
IMPORTANT: note the range param. It works for getboomerang/getboomeranginair to detect the boomerang distance. You need to set it!!

If you want to set manually the acceleration or the max distance that a boomerang can do... in boomerang entity just set:
boomerang {acceleration} {horizontal_distance} (float values)
speed of boomerang you can set manually or by default is 2.0!!

NOTE: If you want to block your attack animation while boomerang attacking, just use loop 1
or loop 1 x y to block at last frame/s  ;)
If you want a static animation (no press arrows buttons to move) just set velocity x,z to 0 at first frame!

Enjoy!!
 
Hello, I have a problem on OpenBOR Build 4417. When characters are selected character weapon flies off the screen or when you press the jump a character flies ....

Here Animations https://yadi.sk/d/AKkNDQzp34CjYW

(Sorry For Bad English)
 
It could be a script problem or some. Incompatibility with new features.. What is your last working build? Can u test some build?
 
White Dragon said:
It could be a script problem or some. Incompatibility with new features.. What is your last working build? Can u test some build?

Maybe I have a problem in the script. On OpenBOR v 3.0 Build 4413 Works Good! :)
 
White Dragon said:
It could be a script problem or some. Incompatibility with new features.. What is your last working build? Can u test some build?

Checked on OpenBOR v.3.0 Build 4415, too, everything works well!
 
OpenBOR v3.0 Build 4420 (Windows/Wii/Android)
improving arrays:
- some improvement to add()

islast(array)
~in literal arrays, it returns 1 if current pointer is on last element of literal array, otherwise it returns 0

isfirst(array)
~in literal arrays, it returns 1 if current pointer is on first element of literal array, otherwise it returns 0

previous(array)
~decrement the pointer from current literal position to previous position

here complete guide:
http://dcemulation.org/?title=OpenBORManual#Arrays

 
Guys, I spotted something strange:
In version 4416 , if you put a scene before a select, the select screen will appear twice (select screen, scene, select screen)

scene data/scenes/unlock/unlock2.txt
select data/select/selall.txt

This doesn't happens on the old build I use (4150)
 
you need to use skipselect first...
if you use select  with or without the scene file, you will get 2 select screens.
It's right.
BTW use version 4420.
 
But I am using skipselect (I just removed from the post).
I just get 2 select screens on this new verison. The old version I am using working fine.

Btw, the new options for gfxshadow are reversed. I haven't changed anything for it and I am getting that stacked shadows over the obstacles (and not on the ground, like on the old builds). Wasn't the old method the default one? Or at least it should be, since if not it breaks thd old mods.
 
O Ilusionista said:
But I am using skipselect (I just removed from the post).
I just get 2 select screens on this new verison. The old version I am using working fine.

Btw, the new options for gfxshadow are reversed. I haven't changed anything for it and I am getting that stacked shadows over the obstacles (and not on the ground, like on the old builds). Wasn't the old method the default one? Or at least it should be, since if not it breaks thd old mods.

tested and working well. no 2 consecutive select..
I have a doubt. Test the last version with new save file (delete all old save files)

for new gfxshadow. In all your mods when you used gfxshadow, you used an uncompleted feature (display entities and shadows on platforms).
So, I'm so sorry to break all old mods, but I can't do an uncompleted feature as default flag. BTW I added a second flag to allow you to use old display style (incorrect but for retro-compatibility).
 
Status
Not open for further replies.
Back
Top Bottom