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  1. W

    custom weapon pickup animation?

    I take that back. My character's Get animation doesn't get triggered, and it transitions into the idle state in a frozen loop. Anyone come across something similar?
  2. W

    custom weapon pickup animation?

    Nevermind; my bad. It uses the Get animation, so that can be anything. Woops.
  3. W

    custom weapon pickup animation?

    Hey guys, I know that as a default, openbor uses the rise/crouch animation as a pickup for weapons. Is there a way to flag a custom animation when an enemy picks up a weapon? Thanks
  4. W

    Dropping a weapon

    I just realized that you can use weaponframe to revert to the base model. I didn't think models with "type None" could transition back to "type enemy" that way. Problem solved. Thanks.
  5. W

    Dropping a weapon

    Sorry for the delay; was traveling. I've solved the second one by just iterating more finely, and it looks much better now (not sure what the computational load is, but it seems fine so far). For the first, I couldn't find any documentation on the supposedly native dropweapon() function. To use...
  6. W

    Dropping a weapon

    Hi all, Two questions: 1. I have an enemy that can switch to a weapon stance with weaponframe. I would like this enemy to randomly be able to drop that weapon without being hit and return to its base state. Is there an easy way to do that? 2. What's the easiest way to design a homing...
  7. W

    About spawning a shield

    That's what I thought. I have no idea why it doesn't work then.
  8. W

    About spawning a shield

    It's 3.0.0.0. As for the use, I really am trying to use it almost exactly as is, except for the shield part. I'm doing: void main() { void self; // Entity running event int which; // Attacker or defender event? int hit_by_id; // Entity ID of entity attack hit. int attack_id...
  9. W

    About spawning a shield

    Correct. For clarity, in openborconstant("ATK_NORMAL1"), does ATK_NORMAL1 refer to the numbered enemy attack animation, or the type of enemy attack (i.e., attack4 0 0 0 0)?
  10. W

    About spawning a shield

    No alternative then?
  11. W

    About spawning a shield

    Also, as per this thread: Tutorial - DoAttack Event It seems my version openbor also does not have a openborconstant("EXCHANGE_RECIPIANT") When I try running it that way, it crashes. If I try, as Ilusionista did, setting which == 0, the clause will somewhat randomly trigger, so that's not a fix...
  12. W

    About spawning a shield

    Interesting... I could try adding some logic to it. For instance, using this as a conditional: void self = getlocalvar("self"); void Shield = getentityvar(self, 0); if(Shield != NULL()){ changeopenborvariant("lasthitc",0); }
  13. W

    About spawning a shield

    anim follow2 @script if(frame==8){ void self = getlocalvar("self"); changeentityproperty(self, "defense", openborconstant("ATK_NORMAL"), 0, 500); changeentityproperty(self, "defense", openborconstant("ATK_NORMAL1"), 0, 500); changeentityproperty(self, "defense"...
  14. W

    About spawning a shield

    Hi All, This question has been addressed here and there, but I can't seem to get it to work the way I want it. I have an enemy who occasionally spawns a shield, and that shield should absorb all the hits until it dies. I've repurposed some scripts I found in the DnD Rise of Warduke game...
  15. W

    Solved Is there some way to check if a button is not being held?

    Oh interesting; that does indeed appear to work. The & and && in general are bit-wise and logical AND (at least if it behaves like C++), but the openbor engine is definitely a case of "you don't know what you don't know", particularly in terms of internally defined variables. Thanks for that.
  16. W

    Solved Is there some way to check if a button is not being held?

    No luck. Script crashes. Any other ideas on how to identify player button pushes that don't use the Target or Opponent property?
  17. W

    Solved Is there some way to check if a button is not being held?

    On this topic, I'm designing a grapple/struggle system and am trying to accept player input to switch an enemy attack animation. The code below currently doesn't trigger: @script void self = getlocalvar("self"); void target = getlocalvar("Target" + self); int PlayerIndex =...
  18. W

    teleporting bug

    Yep; you're right. I tried it on a variety of open maps and it's fine. There's one level that has a wall on one side that slightly limits the range. Good to know I'm not losing my mind. Thanks!
  19. W

    teleporting bug

    Hi All, I'm currently using the following script to make an enemy boss teleport around as a special move. The boss is flying, so the y position is always 40. @script void self = getlocalvar("self"); int Screen = openborvariant("hResolution"); // Get screen width int Width =...
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