anim victory
@script
if(frame == 0){
void self = getlocalvar("self");
char branch = openborvariant("current_branch");
if(branch=="friedchicken"){
void self = getlocalvar("self");
setidle(self);
}
}
@end_script
offset 90 144
bbox 0 0 0 0
delay 5
frame data/chars/hong/l.png
frame data/chars/hong/sh1.png
frame data/chars/hong/sh2.png
frame data/chars/hong/sh3.png
branch friedchicken
z 157 240 240
file data/levels/lv3b.txt
Because it uses bitwise logic, as many functions in openbor (like bindentity).The manual does not mention modelflag 7
O_Ilusionista said:Because it uses bitwise logic, as many functions in openbor (like bindentity).The manual does not mention modelflag 7
But yes, this should be more obvious on the manual.
About your question, if you are using a different model, why you can't simply copy the idle animation as victory?
oldyz said:I would like to change this behavior to this:
Boss dies, victory animation if forced - as long as contact with the ground is present, once the animation is over, control is given back to the player for the last few seconds the stage has left - because other player's animation maybe longer.
spawn delay
@script
void main()
{
int P1 = getplayerproperty(0, "entity");
int P2 = getplayerproperty(1, "entity");
if(P1){
changeentityproperty(P1,"noaicontrol",1);
performattack(P1, openborconstant("ANI_FOLLOW1"));
}
if(P2){
changeentityproperty(P2,"noaicontrol",1);
performattack(P2, openborconstant("ANI_FOLLOW1"));
}
}
@end_script
health 40
coords 160 240
at 0
do they work different from the animation scripts?
there has to be an actual entity tied to theses scripts all the time?
does delay have to be spawned before or after the boss?