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DCurrent avatar DCurrent commented on July 18, 2024

Well for one thing, every last one of those is about to go defunct. Since I am off all this week, I'm getting back into my entity/animation property project which will replace all the text property names with integer constants, and eliminate the horrendously awful sub-property mess (MUCH faster, and enable other tricks not possible now).

You'll use named constants to access the properties: Think: set_entity_property(openborconstant("PROP_NAME"), some_value)

Sub properties will work the same way, you just get the parent collection first.

Here are some off my head (you have a couple here listed, but they need correcting):

tossv - Y axis velocity.
zDir - Z axis velocity.
tosstime - Entity ignores gravity until this <= elapsed time. To elaborate, when an entity is hit or tossed (as in the internal toss function used for hits, scripted tossentity, and jumping), toss_time is set to elapsed_time + 1. The internal gravity function checks for toss_time on the target entity, and does not work unless toss_time <= elapsed_time.

If toss_time <= elapsed_time, then gravity effects are applied, and then the gravity function sets toss_time to elapsed_time +1.

toss_time is also set to elapsed_time + pause on both attacker and target when an attack hits. This is how the midair pause effect works.

What all of this means is that toss_time is perfect for making float, flying, or dive type moves because it's "set and forget".

from openbor.

DCurrent avatar DCurrent commented on July 18, 2024

This is now a legacy function set as the new one will be coming online soon, and it has full documentation. Closing this ticket.

from openbor.

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