Recent content by MysticalMist

  1. MysticalMist

    Complete Helluva Brawl - A Hellaverse Fangame (Ver. 1.0)

    Absolutely just a false positive as @Smart Kitty explained.
  2. MysticalMist

    Complete Helluva Brawl - A Hellaverse Fangame (Ver. 1.0)

    MysticalMist updated Helluva Brawl with a new update entry: NEW MAJOR UPDATE/REVAMP OF HELLUVA BRAWL!! Read the rest of this update entry...
  3. MysticalMist

    Enemy still grabbable after being knocked down??

    SOLUTION (Thanks to @Kratus for his time and help): It turns out that one of the scripts in the entity header had nograb set to 0, instead of NULL() whenever they enter a specific animation as shown on the screenshot below.
  4. MysticalMist

    Enemy still grabbable after being knocked down??

    delay 4 landframe 7 @script if(frame==0){ void vSelf = getlocalvar("self"); int Flee = getglobalvar("L0"); int MHealth = getentityproperty(vSelf,"maxhealth"); int Health = getentityproperty(vSelf,"health"); if(Health <= MHealth/4 && Flee != "X"){...
  5. MysticalMist

    Enemy still grabbable after being knocked down??

    I can send you the enemy's txt file or their folder if you'd like, probably.
  6. MysticalMist

    Enemy still grabbable after being knocked down??

    Not really. In the RISE animation, there's a check for if the health's a certain amount to go into a desperation move, but there's not even a bbox in that animation either, I think.
  7. MysticalMist

    Enemy still grabbable after being knocked down??

    void throw(int damage, int type, int Vx, int Vy, int Vz, int face) {//Damage as throw finisher void self = getlocalvar("self"); void target = getentityvar(self,"grabbed"); int z = getentityproperty(self,"z"); int tDir = getentityproperty(target,"direction")...
  8. MysticalMist

    Enemy still grabbable after being knocked down??

    The player uses grabbackward/grabforward for a scripted throw. @cmd grabStart @cmd slamstart 9999 @cmd position 1 20 12 1 0 delay 12 offset 59 123 sound data/sounds/Millie1.wav frame data/chars/Millie/grab/3.png delay 7 offset 59 123 @cmd...
  9. MysticalMist

    Enemy still grabbable after being knocked down??

    Here's a quick unlisted clip showing the glitch.
  10. MysticalMist

    Enemy still grabbable after being knocked down??

    When the enemy is on the ground, it is able to be normally grabbed. The fall animation is the standard one. The second frame is when they bounce to the ground, without a bbox.
  11. MysticalMist

    Enemy still grabbable after being knocked down??

    I have one particular enemy where whenever they're knocked down, the player is still able to grab them? It makes for an easily exploitable loop where the player can just endlessly throw them and for some reason, it only seems to happen with that particular npc. Here is their stats and the fall...
  12. MysticalMist

    Animated screens - the easy way.

    I came across a new, particularly odd issue. Whenever I return the main menu and after the hall of fame screen, there's an odd chance of the menu BG animation flickering out and the title one completely taking over. Here's what I have thus far: void main() {...
  13. MysticalMist

    Complete Helluva Brawl - A Hellaverse Fangame (Ver. 1.0)

    HELLO EVERYONE!! Wow, I finally post on here again. But I do have some great news for those interested! I have finally entered the playtesting phase of the latest Helluva Brawl update in the works and just making sure everything is ok before I drop a public release. If interested, would...
  14. MysticalMist

    Solved "Not Responding"/Freezing during level transitions

    I am in sheer disbelief, I probably spent 10 minutes straight repeating the fade and couldn't believe it was literally just that. Thank you SO much for your help in patience. I just hope in a cruel twist of irony that I come back to this thread again 😵‍💫
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