I dont know, as i told you i write some lines and then test the char to check that everything works, but that´s on a test level, when switch to the main game is when i get this error.
But the last think i did was "true key capture". I set the player with your contra mod system keys, keint, I think, and know i´m changing it to true keys capture.
The game starts but crashes randomly
Here is a video with the crash:
http://youtu.be/OXohzP_uSTI
This is the error log:
Code:
Function need a valid entity handle, the other 2 integer parameters are optional: performattack(entity, int anim, int resetable)
Script function 'performattack' returned an exception, check the manual for details.
OpCode: 8
OpCode: 8
********** An Error Occurred **********
* Shutting Down *
There's an exception while executing script 'animationscript' data/chars/marco/marcomove.txtTotal Ram: 2147483647 Bytes
Free Ram: 2061864960 Bytes
Used Ram: 57782272 Bytes
And these are the calls:
anim duckattack
delay 1
offset 49 83
bbox 40 60 19 24
frame data/chars/marco/dckat00.png
delay 6
@cmd rangeAnim 0 35 34 "ANI_ATTACK4"
frame data/chars/marco/dckat00.png
@cmd shooter "Bullet" 32 16 3 0
frame data/chars/marco/dckat01.png
frame data/chars/marco/dckat02.png
frame data/chars/marco/dckat03.png
frame data/chars/marco/dckat04.png
frame data/chars/marco/dckat05.png
frame data/chars/marco/dckat06.png
frame data/chars/marco/dckat07.png
frame data/chars/marco/dckat08.png
@cmd aniframe "ANI_DUCK" 4
frame data/chars/marco/dckat09.png
anim attack1
delay 1
offset 49 83
bbox 42 48 17 36
frame data/chars/marco/at10.png
delay 5
@cmd rangeAnim -10 34 55 "ANI_ATTACK2"
frame data/chars/marco/at10.png
frame data/chars/marco/at11.png
@cmd shooter "Bullet" 34 26 3 0
frame data/chars/marco/at12.png
frame data/chars/marco/at13.png
frame data/chars/marco/at14.png
@cmd keyjump 3.5
frame data/chars/marco/at15.png
@cmd keyjump 3.5
frame data/chars/marco/at16.png
@cmd keyjump 3.5
frame data/chars/marco/at17.png
@cmd keyjump 3.5
frame data/chars/marco/at18.png
@cmd keyjump 3.5
@cmd anirand "ANI_FOLLOW8"
frame data/chars/marco/at19.png
anim follow2
delay 6
offset 49 83
bbox 41 46 17 38
@cmd rangeAnim -10 34 55 "ANI_ATTACK2"
frame data/chars/marco/sup00.png
@cmd shooter "Bltup" 0 66 0 5
frame data/chars/marco/sup01.png
frame data/chars/marco/sup02.png
frame data/chars/marco/sup03.png
frame data/chars/marco/sup04.png
frame data/chars/marco/sup05.png
frame data/chars/marco/sup06.png
frame data/chars/marco/sup07.png
frame data/chars/marco/sup08.png
frame data/chars/marco/sup09.png
#-------SHOOT & WALK
anim follow4
delay 1
offset 49 83
bbox 42 44 18 40
frame data/chars/marco/stwk00.png
@cmd keyjump 3.5
@cmd spawnbind "legs" 0 0 0 1 4
@cmd rangeAnim -10 34 55 "ANI_ATTACK2"
frame data/chars/marco/stwk00.png
delay 4
@cmd walkoff "ANI_FOLLOW7"
frame data/chars/marco/stwk00.png
delay 6
@cmd shooter "Bullet" 33 30 3 0
frame data/chars/marco/stwk01.png
frame data/chars/marco/stwk02.png
frame data/chars/marco/stwk03.png
@cmd walkoff "ANI_FOLLOW7"
frame data/chars/marco/stwk04.png
frame data/chars/marco/stwk05.png
frame data/chars/marco/stwk06.png
@cmd walkoff "ANI_FOLLOW7"
frame data/chars/marco/stwk07.png
frame data/chars/marco/stwk08.png
frame data/chars/marco/stwk09.png
@cmd walkoff "ANI_FOLLOW7"
@cmd anirand "FOLLOW8"
frame data/chars/marco/stwk10.png
#-------PARACHUTE FLYING
anim spawn
loop 1 2
delay 9
offset 79 83
bbox 70 50 16 37
@cmd degravity 0.97
@cmd flags 0 1 1 0 0
frame data/chars/marco/spw00.png
@cmd degravity 0.97
@cmd altitudchange "ANI_FOLLOW11"
frame data/chars/marco/spw00.png
anim idle
loop 1
delay 10
offset 49 83
bbox 42 47 17 37
@cmd clearL
@cmd flags 1 0 0 0 0
@cmd keyint2 "ANI_FOLLOW1" 0 "U" 0 0
frame data/chars/marco/idle00.png
@cmd keyint2 "ANI_FOLLOW1" 0 "U" 0 0
frame data/chars/marco/idle01.png
@cmd keyint2 "ANI_FOLLOW1" 0 "U" 0 0
frame data/chars/marco/idle02.png
@cmd keyint2 "ANI_FOLLOW1" 0 "U" 0 0
frame data/chars/marco/idle03.png
@cmd keyint2 "ANI_FOLLOW1" 0 "U" 0 0
frame data/chars/marco/idle02.png
@cmd keyint2 "ANI_FOLLOW1" 0 "U" 0 0
frame data/chars/marco/idle01.png
@cmd keyint2 "ANI_FOLLOW1" 0 "U" 0 0
frame data/chars/marco/idle00.png
anim walk
loop 1 6
delay 6
offset 49 83
bbox 41 44 18 40
@cmd keyint2 "ANI_FOLLOW5" 0 "F" 0 1
frame data/chars/marco/wlk00.png
@cmd walkoff "ANI_FOLLOW7"
frame data/chars/marco/wlk01.png
frame data/chars/marco/wlk02.png
frame data/chars/marco/wlk03.png
@cmd walkoff "ANI_FOLLOW7"
frame data/chars/marco/wlk04.png
frame data/chars/marco/wlk05.png
frame data/chars/marco/wlk06.png
@cmd walkoff "ANI_FOLLOW7"
frame data/chars/marco/wlk07.png
frame data/chars/marco/wlk08.png
frame data/chars/marco/wlk09.png
@cmd walkoff "ANI_FOLLOW7"
frame data/chars/marco/wlk10.png
frame data/chars/marco/wlk11.png
frame data/chars/marco/wlk12.png
@cmd walkoff "ANI_FOLLOW7"
frame data/chars/marco/wlk13.png
frame data/chars/marco/wlk14.png
frame data/chars/marco/wlk15.png
I don´t use performattack on key.c just getentityproperty