Character Not Taking Damage

David1334

Member
Hey guys, I noticed that the new character I added into the game isn't taking any damage which is strange since he is set up like all the other ones I made and has all the necessary body boxes. Any possible fix for this?
 
Does this character has all his bbox on all animations?

It would be better if you post the character txt in here so people can take a look and help you to see the problem.
post it here like this:

Code:
My character
Type player
.
.
Etc
 
Something similar happens to me but only on vehicle sequences. My character has a motorcycle equipped as a weapon and i use the setweap command and everything is okay except for the fact that my character is invincible in those levels. As a normal player the character works perfectly.

How can i fix it?
 
Die_In_Fire said:
Does this character has all his bbox on all animations?

It would be better if you post the character txt in here so people can take a look and help you to see the problem.
post it here like this:

Code:
My character
Type player
.
.
Etc
Die_In_Fire said:
Does this character has all his bbox on all animations?

It would be better if you post the character txt in here so people can take a look and help you to see the problem.
post it here like this:

Code:
My character
Type player
.
.
Etc
I've actually got it fixed a little bit ago after re adding the same bbox to each animation, it was strange that happened, but luckily it works now. Thanks for the help
 
kimono said:
Hi Valentine Wong, could you post please your vehicle text entity? Is this vehicule has a body box that enemies and traps can touch?

Yeah sure :) Is it ok like this? The problem with my vehicle is that, although the enemy can actually hit me, my character's health is never decreasing. This only happens while riding the motorcycle, while playing as the standard character everything works perfectly as usual.

name Riding
health 100
speed 13
running 25 4 2 1 1
mp 50
type none
subtype weapon
weapnum 2
typeshot 1
modelflag 7
weaploss 1
candamage enemy obstacle
shadow 3
gfxshadow 1 1
load Firebullet
atchain 1
facing 1
nodieblink 1
nopain 1
nodrop 2
death 1

palette data/chars/GhostRider/palette.gif
alternatepal data/chars/GhostRider/pallete1.gif
alternatepal data/chars/GhostRider/pallete2.gif
alternatepal data/chars/GhostRider/pallete3.gif
alternatepal data/chars/GhostRider/pallete4.gif
alternatepal data/chars/GhostRider/pallete5.gif

icon data/chars/GhostRider/icon.gif 1

anim spawn
delay 6
offset 125 126
frame data/chars/GhostRider/Riding/idle1.gif
offset 129 122
frame data/chars/GhostRider/Riding/idle2.gif
offset 118 123
frame data/chars/GhostRider/Riding/idle3.gif
offset 127 120
frame data/chars/GhostRider/Riding/idle4.gif

anim idle
loop 1
delay 6
bbox 13 0 240 135
offset 125 126
frame data/chars/GhostRider/Riding/idle1.gif
sound data/chars/GhostRider/ghostrider_bike_idle.wav
bbox 13 0 240 135
offset 129 122
frame data/chars/GhostRider/Riding/idle2.gif
bbox 13 0 240 135
offset 118 123
frame data/chars/GhostRider/Riding/idle3.gif
bbox 13 0 240 135
offset 127 120
frame data/chars/GhostRider/Riding/idle4.gif

anim walk
loop 1
delay 6
bbox 13 0 240 135
offset 125 126
frame data/chars/GhostRider/Riding/idle1.gif
sound data/chars/GhostRider/ghostrider_bike_idle.wav
bbox 13 0 240 135
offset 129 122
frame data/chars/GhostRider/Riding/idle2.gif
bbox 13 0 240 135
offset 118 123
frame data/chars/GhostRider/Riding/idle3.gif
bbox 13 0 240 135
offset 127 120
frame data/chars/GhostRider/Riding/idle4.gif

anim backwalk
loop 1
delay 6
bbox 13 0 240 135
offset 125 126
frame data/chars/GhostRider/Riding/idle1.gif
sound data/chars/GhostRider/ghostrider_bike_idle.wav
bbox 13 0 240 135
offset 129 122
frame data/chars/GhostRider/Riding/idle2.gif
bbox 13 0 240 135
offset 118 123
frame data/chars/GhostRider/Riding/idle3.gif
bbox 13 0 240 135
offset 127 120
frame data/chars/GhostRider/Riding/idle4.gif

anim attack1
delay 6
bbox 13 0 240 135
offset 125 120
frame data/chars/GhostRider/Riding/attack1.gif
sound data/chars/GhostRider/ghostrider_attack1.wav
bbox 13 0 240 135
offset 129 131
frame data/chars/GhostRider/Riding/attack2.gif
bbox 13 0 240 135
offset 118 175
frame data/chars/GhostRider/Riding/attack3.gif
bbox 13 0 240 135
offset 127 134
frame data/chars/GhostRider/Riding/attack4.gif
sound data/chars/GhostRider/ghostrider_chain_swish.wav
bbox 13 0 240 135
offset 215 140
frame data/chars/GhostRider/Riding/attack5.gif
bbox 13 0 240 135
offset 129 182
frame data/chars/GhostRider/Riding/attack6.gif
attack 75 20 320 100 5 0 0 1 0 0
bbox 13 0 240 135
offset 118 124
frame data/chars/GhostRider/Riding/attack7.gif

anim special
energycost 5 1 0
delay 6
bbox 13 0 240 135
offset 125 126
frame data/chars/GhostRider/Riding/idle1.gif
sound data/chars/GhostRider/ghostrider_burnhit.wav
@cmd projectile 1 "Firebullet" 5 1 85 1 0
bbox 13 0 240 135
offset 129 122
frame data/chars/GhostRider/Riding/idle2.gif
bbox 13 0 240 135
offset 118 123
frame data/chars/GhostRider/Riding/idle3.gif
bbox 13 0 240 135
offset 127 120
frame data/chars/GhostRider/Riding/idle4.gif

anim pain1
delay 6
bbox 13 0 240 135
offset 125 126
frame data/chars/GhostRider/Riding/idle1.gif
sound data/chars/GhostRider/ghostrider_bike_damage.wav
bbox 13 0 240 135
offset 129 122
frame data/chars/GhostRider/Riding/idle2.gif
bbox 13 0 240 135
offset 118 123
frame data/chars/GhostRider/Riding/idle3.gif
bbox 13 0 240 135
offset 127 120
frame data/chars/GhostRider/Riding/idle4.gif

anim death
delay 4
offset 96 83
frame data/chars/GhostRider/Riding/death1.gif
sound data/chars/GhostRider/ghostrider_bike_death.wav
offset 109 176
frame data/chars/GhostRider/Riding/death2.gif
offset 112 180
frame data/chars/GhostRider/Riding/death3.gif
offset 113 181
frame data/chars/GhostRider/Riding/death4.gif
sound data/chars/GhostRider/ghostrider_death.wav
offset 113 175
frame data/chars/GhostRider/Riding/death5.gif
offset 113 171
frame data/chars/GhostRider/Riding/death6.gif
offset 111 143
frame data/chars/GhostRider/Riding/death7.gif
offset 110 142
frame data/chars/GhostRider/Riding/death8.gif
offset 111 139
frame data/chars/GhostRider/Riding/death9.gif
offset 113 123
frame data/chars/GhostRider/Riding/death10.gif
offset 116 123
frame data/chars/GhostRider/Riding/death11.gif
offset 116 124
frame data/chars/GhostRider/Riding/death12.gif
offset 120 126
frame data/chars/GhostRider/Riding/death13.gif
offset 120 128
frame data/chars/GhostRider/Riding/death14.gif
offset 115 124
frame data/chars/GhostRider/Riding/death15.gif
offset 115 121
frame data/chars/GhostRider/Riding/death16.gif
offset 113 121
frame data/chars/GhostRider/Riding/death17.gif
offset 46 102
frame data/chars/GhostRider/Riding/death18.gif
offset 17 76
frame data/chars/GhostRider/Riding/death19.gif
offset 16 73
frame data/chars/GhostRider/Riding/death20.gif
offset 9 71
frame data/chars/GhostRider/Riding/death21.gif
offset 6 65
frame data/chars/GhostRider/Riding/death22.gif
offset 6 61
frame data/chars/GhostRider/Riding/death23.gif
offset 5 55
frame data/chars/GhostRider/Riding/death24.gif

anim run
loop 1
delay 6
offset 125 124
bbox 13 0 240 135
frame data/chars/GhostRider/Riding/run1.gif
sound data/chars/GhostRider/ghostrider_bike_idle.wav
offset 129 120
bbox 13 0 240 135
frame data/chars/GhostRider/Riding/run2.gif
offset 118 121
bbox 13 0 240 135
frame data/chars/GhostRider/Riding/run3.gif
offset 127 118
bbox 13 0 240 135
frame data/chars/GhostRider/Riding/run4.gif

anim runattack
loop 0
move 30
delay 5
offset 143 127
bbox 13 0 240 135
Frame data/chars/GhostRider/Riding/runattack1.gif
offset 153 134
bbox 13 0 240 135
Frame data/chars/GhostRider/Riding/runattack2.gif
offset 159 171
bbox 13 0 240 135
Frame data/chars/GhostRider/Riding/runattack3.gif
burn 0 0 260 130 5 5 0 1 0 0
sound data/chars/GhostRider/ghostrider_bike_slam.wav
delay 15
offset 125 124
bbox 13 0 240 135
frame data/chars/GhostRider/Riding/run1.gif

anim slide
loop 0
move 30
delay 6
offset 113 98
frame data/chars/GhostRider/Riding/slide1.gif
sound data/chars/GhostRider/ghostrider_bike_slam.wav
burn 33 0 175 106 5 2 0 0 0 0
offset 114 98
frame data/chars/GhostRider/Riding/slide2.gif
offset 113 98
frame data/chars/GhostRider/Riding/slide1.gif
offset 114 98
frame data/chars/GhostRider/Riding/slide2.gif
 
Valentine Wong : Try to not set any health to your weapon: in this case, the player will take the damages on its own health.
I'm wondering what is modelflag 7 ? There is no reference in the Openbor Manual for this value:
modelflag {int}

  Determines how weapon model copies animation and weaponlist from original model.
        0 = Animation and weaponlist are copied
        1 = Animation aren't copied but weaponlist are still copied
        3 = Animation and weaponlost aren't copied
    Use this with weapon models of course.
 
kimono,

The modelflag property uses bitwise values. It's a little technical to explain at length, but more or less it means you can combine different flag values by adding them together.

DC
 
kimono said:
I'm wondering what is modelflag 7 ?

There's another setting for modelflag.
Code:
  Determines how weapon model copies animation and weaponlist from original model.
        0 = Animation and weaponlist are copied
        1 = Animation aren't copied but weaponlist are still copied
        3 = Animation and weaponlost aren't copied
        4 = Scripts aren't copied

  As Damon posted, flag values can be combined so 7 = 4+3 which means scripts, animation and weaponloss aren't copied.

Valentine Wong said:
The problem with my vehicle is that, although the enemy can actually hit me, my character's health is never decreasing

So you have tested it by getting hit multiple times?

BTW I noticed that you set subtype and typeshot for Riding model. I suggest removing those cause they aren't needed.
 
It's weird, i removed health, subtype and typeshot as you suggested me and it's still the same :S Yes in fact my enemy is a Zombie that has fastattack animation but my character doesn´t seem to take any damage.
 
Bloodbane Yes, i tried with a different enemy that doesn't have fastattack nor knockout and it still the same.

kimono Not at all, all the attack/body boxes of my characters are carefully positioned. The point is that my character is actually being touched with any hit but the lifebar simply won´t decrease.
 
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