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[r2428] by utunnels

Add gfx_y_offset to oopenborvariant.

2009-10-02 02:35:10 Tree
[r2427] by utunnels

Frame command:
idle 1/0
Your char can move freely at that frame.

2009-10-01 13:36:43 Tree
[r2426] by utunnels

Reset entity's nograb value to 0 in script function setidle.

2009-10-01 05:14:59 Tree
[r2425] by sumolx

VC9 Now Supported. Reorganized all Visual Studio layout.

mvs/
---->vc7
---->vc8
---->vc9

2009-09-30 19:37:24 Tree
[r2424] by sumolx

VC9 Now Supported. Reorganized all Visual Studio layout.

mvs/
---->vc7
---->vc8
---->vc9

2009-09-30 19:30:02 Tree
[r2423] by sumolx

MMX was still defined in proprocessor for Debug Mode.

2009-09-30 18:34:45 Tree
[r2422] by damon_caskey

Burn and Shock no longer revert to Fall 1 upon landing; it was pointless extra code that just made performing scripted effects and deaths more complex.

2009-09-30 15:06:38 Tree
[r2421] by damon_caskey

Fixed bug that allowed players to attack freely while in blockpain.

2009-09-28 19:39:59 Tree
[r2420] by damon_caskey

komap {map} {apply}: Remap when KO'd.

{map}: Remap index.
{apply}: 0 = Apply as soon as entity touches ground from fall. 1 = Apply on last frame of fall or death animation.

2009-09-28 15:56:12 Tree
[r2419] by damon_caskey

New script Event: onpainscript - Fires after all pain values are set to entity. Returns following variables:

void self: Calling entity.
int type: Attack type.
int reset: Reset flag for pain animation.

Openborvariant additions:

float lasthitx: X location of last hit.
float lasthita: Y location of last hit.
float lasthitz: Z location of last hit.

New attack supplement: staydown {rise} {riseattack}

{rise} - Additional time in centiseconds before entity's next rise.
{riseattack} - Additional time in centiseconds before entity's next riseattack. If -1, entity cannot rise attack at all.

Both values are reset once entity rises or rise attacks. Open to get & changeentityproperites as:

int iRise = getentityproperty(vEntity, "staydown");
int iRiseattack = getentityproperty(vEntity, "staydownatk");

changeentityproperty(vEntity, "staydown", {rise}, {riseattack});

2009-09-26 00:49:53 Tree
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