dantedevil
Well-known member
I just detected after multiple tests, that in some rare cases, my system of double grab has a bug with the enemies that have paingrab 1.
The bug consists when the duoble grab fails to catch the enemy with paingrab 1, but in sometimes the enemy is stuck in the player, and passes all the sprites of the FALL7 (slam sprites).
I think the solution would be to include a scripts in the fall7, which can check if the enemy is in a slam, seized by the player or not. And if it is not, you should go to the idle.
I suppose it should be something similar to this script, but I do not know what the exact term should be instead of "grabbing".
Here my FALL7:
The bug consists when the duoble grab fails to catch the enemy with paingrab 1, but in sometimes the enemy is stuck in the player, and passes all the sprites of the FALL7 (slam sprites).
I think the solution would be to include a scripts in the fall7, which can check if the enemy is in a slam, seized by the player or not. And if it is not, you should go to the idle.
I suppose it should be something similar to this script, but I do not know what the exact term should be instead of "grabbing".
Code:
void grabcheck()
{// Prevents hero from performing the slam if he/she's not grabbing anyone
void self = getlocalvar("self");
void target = getentityproperty(self, "grabbing");
if(target==NULL())
{
setidle(self); //Don't perform the slam.
}
}
Here my FALL7:
Code:
anim fall7
delay 1000
offset 84 175
frame data/chars/gang1/bee/pain.png#0
frame data/chars/gang1/bee/pain2.png#1
frame data/chars/gang1/bee/pain3.png#2
frame data/chars/gang1/bee/pain4.png#3
frame data/chars/gang1/bee/pain5.png#4
offset 82 177
frame data/chars/gang1/bee/pain8.png#5
offset 85 127
frame data/chars/gang1/bee/pain10.png#6
offset 80 96
frame data/chars/gang1/bee/pain12.png#7
offset 93 183
frame data/chars/gang1/bee/fthrow01b.png#8
offset 73 135
frame data/chars/gang1/bee/fthrow02.png#9
offset 82 177
frame data/chars/gang1/bee/fall1.png#10
frame data/chars/gang1/bee/fall2.png#11
frame data/chars/gang1/bee/fall3.png#12
frame data/chars/gang1/bee/fall4.png#13
offset 84 175
frame data/chars/gang1/bee/pain14.png#14
frame data/chars/gang1/bee/pain15.png#15
offset 84 175
frame data/chars/gang1/bee/pain16.png#16
offset 82 177
frame data/chars/gang1/bee/pain17.png#17