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 helpDie_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
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?
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
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 said:I'm wondering what is modelflag 7 ?
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
Valentine Wong said:The problem with my vehicle is that, although the enemy can actually hit me, my character's health is never decreasing
line and the mention that modelflag can accept a combination of two settings?4 = Scripts aren't copied
Valentine Wong said:Yes in fact my enemy is a Zombie that has fastattack animation but my character doesn´t seem to take any damage.