DD Tokki
Well-known member
In fact, I'm finally posting a problem I've been experiencing before.
Previously, Spawnbind was used to fix Rugal's xenosidecutter synchronization issues.
As the motion progresses, the effect is also fixed together.
If you look at the video, if you get hit by Rugal's attack before the sync action comes out, there's nothing wrong, and if you get hit by Rugal's attack while the sync action comes out, there's a bug where the flash stays like a stamp.
This is a phenomenon that occurs in projectile attacks without any problems such as fist attacks.
Code:
void spawnbind(void Name, float dx, float dy, float dz, int iDir, int iBind)
{ // Spawn and bind other entity
// [iDir]
// 0 = No change.
// 1 = Same direction as target.
// -1 = Opposite direction as target.
// 2 = Always right.
// -2 = Always left.
// [iBind]
// 0 = No effect.
// 1 = Keep same animation as the target.
// 2 = Also keep same frame as the target.
// 4 = Kill the entity if the animation doesn't match.
// You can combine those values for bindanimation, so it can be 6 which means 2 and 4.
void self = getlocalvar("self");
void Spawn;
Spawn = spawn01(Name, dx, dy, 4);
bindentity(Spawn, self, dx, dz, dy, iDir, iBind);
}
The applied script is as follows.
"4 = Kill the entity if the animation doesn't match." This and #6 seem to be the cause of the symptoms described above, but I would like some help with a definitive solution.






