White Dragon
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Ok, I'm not in my city for now...
Please test it in a blank project.. And report
Please test it in a blank project.. And report
O Ilusionista said:Side question: its normal OpenBOR to load a mod way faster if its on a .pak and not in a data folder? The game loads way faster in .pak mode
O Ilusionista said:
msmalik681 said:found a weird bug when you re-spawn and all enemies are knocked down from that point on all enemy weapons are messed up. So a enemy will be in his base model (I can tell by his colour) and they will be trying to do attacks from their weapon 2 model but it wont work properly as the base enemy has no animation script but weapon 2 does. I solved this by using "nodropen" command in models.txt to stop knockdown on re-spawn.
"lifescore 0" in models.txt causes engine to crash just before you hit someone. this is like the bug with frame "delay 0" not working simple fix is setting it to -1 but it is still a bug.
for(i = 0; i < max_animations; i++)
{
if(!newmodel->animation[i] && model->animation[i] && model->animation[i]->numframes > 0)
{
newmodel->animation[i] = model->animation[i];
}
}
O ilusionista, try this build:O Ilusionista said:I use the scripted slam by BB. From what I saw, the code works fine. The way OpenBOR treats the damage on landing, in this case, is kinda funny.
The issue I have has nothing witht the damage per se, but with the animation which doesn't change upon hit - which should. I don't it worth the trouble to code something to bypass it. Rather, I will make it a scripted slam again (like the other move is) and its good.
But thanks anyway.
Same as above - you can hit thrown enemies (#22) but the double fall animation takes place...O ilusionista, try this build:
if(i%2=0)
msmalik681 said:I have a problem when I try to use this in a for loop the engine crashes.
Code:if(i%2=0)
and the engine reports:
Script compile error in 'data/scripts/menugo.c': line 0, column 0
Script error: failed to import 'data/scripts/menugo.c': failed to compile
msmalik681 said:found a weird bug when you re-spawn and all enemies are knocked down from that point on all enemy weapons are messed up. So a enemy will be in his base model (I can tell by his colour) and they will be trying to do attacks from their weapon 2 model but it wont work properly as the base enemy has no animation script but weapon 2 does. I solved this by using "nodropen" command in models.txt to stop knockdown on re-spawn.
"lifescore 0" in models.txt causes engine to crash just before you hit someone. this is like the bug with frame "delay 0" not working simple fix is setting it to -1 but it is still a bug.
No, there is no jumpframe in death animationO'Ilusionista I checked and no double fall animation.
Check if you set a jumpframe into death animation first.
Check and tell me please.
anim death
nodieblink 2
offset 92 115
delay 5
quakeframe 0 1 -6
drawmethod 256 256 0 0 0 0 0 121
frame data/chars/enemies/dummy/fall4.gif
nodrawmethod
frame data/chars/enemies/dummy/fall4.gif
drawmethod 256 256 0 0 0 0 0 121
frame data/chars/enemies/dummy/fall4.gif
nodrawmethod
frame data/chars/enemies/dummy/fall4.gif
@cmd spawn000 "sboom" 0 20 0
drawmethod 256 256 0 0 0 0 0 121
frame data/sprites/0empty.gif
The "usage of damage on landing" comes from BloodBane's code. If he never had this issue, seams that the code is fine.If so there is a wrong script i n your animation and not good use of damage on landing.
@cmd slamstart 10
@cmd position 0 35 1 -1 0
sound data/sounds/grab.wav
frame data/chars/thor/grab00.gif
delay 3
@cmd position 1 24 43 -1 0
frame data/chars/thor/lift00.gif
@cmd position 1 17 56 -1 0
@cmd randSound0 "chars/thor/att3.wav" "chars/thor/att4.wav"
frame data/chars/thor/lift01.gif
@cmd position 1 0 71 1 0
@cmd depost 0
@cmd throw 35 5 0 5 0 0
sound data/sounds/vuu2.wav
frame data/chars/thor/lift03.gif
delay 10
@cmd clearL
frame data/chars/thor/lift04.gif
bbox 216 157 37 61