Wussy enemy

mersox

Active member
Alright, I'm having the weirdest bug. This damn enemy, she dies after a couple of hits. Doesn't even play "death" animation, she just disappears! And you can hit her repeatedly while in her "pain" animation, even though her bbox is 0 0 0 0! WHAT THE HELL OPENBOR.

Here's the file:
name rita
health 40
speed 40
type enemy
shadow 3
cantgrab 1
knife mirrorball

animationscript data/scripts/randsounmerso.c


noquake 1
aggression 400
falldie 1
nolife 1
nodieblink 2
subject_to_obstacle 1
palette none

dust dust





anim idle
bbox 0 0 0 0
loop 1
offset 20 81
delay 15
frame data/chars/misc/empty.gif


anim walk
bbox 0 0 0 0
loop 1
offset 20 81
delay 15
frame data/chars/misc/empty.gif

anim attack1
range 0 300
loop 0
delay 3
offset 20 81
bbox 4 6 40 76
throwframe 11 53

sound data/sounds/money.wav
frame data/chars/rita/idle.gif
fshadow 0
frame data/chars/misc/empty.gif
frame data/chars/rita/idle.gif
fshadow 0
frame data/chars/misc/empty.gif
frame data/chars/rita/idle.gif
fshadow 0
frame data/chars/misc/empty.gif
frame data/chars/rita/idle.gif
fshadow 0
frame data/chars/misc/empty.gif
frame data/chars/rita/idle.gif
fshadow 0
frame data/chars/misc/empty.gif

delay 30
frame data/chars/rita/idle.gif

delay 3
sound data/sounds/slide.wav
frame data/chars/rita/attack1.gif
frame data/chars/rita/attack2.gif
frame data/chars/rita/attack1.gif
frame data/chars/rita/attack2.gif
frame data/chars/rita/attack1.gif
frame data/chars/rita/attack2.gif
frame data/chars/rita/attack1.gif
frame data/chars/rita/attack2.gif
frame data/chars/rita/attack1.gif
frame data/chars/rita/attack2.gif
frame data/chars/rita/attack1.gif
frame data/chars/rita/attack2.gif
frame data/chars/rita/attack1.gif
frame data/chars/rita/attack2.gif
frame data/chars/rita/attack1.gif
frame data/chars/rita/attack2.gif
frame data/chars/rita/attack1.gif
frame data/chars/rita/attack2.gif
frame data/chars/rita/attack1.gif
frame data/chars/rita/attack2.gif
frame data/chars/rita/attack1.gif
frame data/chars/rita/attack2.gif
frame data/chars/rita/attack1.gif
frame data/chars/rita/attack2.gif
frame data/chars/rita/attack1.gif
frame data/chars/rita/attack2.gif
frame data/chars/rita/attack1.gif
frame data/chars/rita/attack2.gif
frame data/chars/rita/attack1.gif
frame data/chars/rita/attack2.gif
frame data/chars/rita/attack1.gif
frame data/chars/rita/attack2.gif
frame data/chars/rita/attack1.gif
frame data/chars/rita/attack2.gif
frame data/chars/rita/attack1.gif
frame data/chars/rita/attack2.gif
frame data/chars/rita/attack1.gif
frame data/chars/rita/attack2.gif
frame data/chars/rita/attack1.gif
frame data/chars/rita/attack2.gif
frame data/chars/rita/attack1.gif
frame data/chars/rita/attack2.gif
frame data/chars/rita/attack1.gif
frame data/chars/rita/attack2.gif
frame data/chars/rita/attack1.gif
frame data/chars/rita/attack2.gif
frame data/chars/rita/attack1.gif
frame data/chars/rita/attack2.gif
delay 40
frame data/chars/rita/idle.gif
delay 3
bbox 0 0 0 0
sound data/sounds/money.wav
frame data/chars/rita/idle.gif
fshadow 0
frame data/chars/misc/empty.gif
frame data/chars/rita/idle.gif
fshadow 0
frame data/chars/misc/empty.gif
frame data/chars/rita/idle.gif
fshadow 0
frame data/chars/misc/empty.gif
frame data/chars/rita/idle.gif
fshadow 0
frame data/chars/misc/empty.gif
frame data/chars/rita/idle.gif
fshadow 0
frame data/chars/misc/empty.gif


anim pain
loop 0
bbox 0 0 0 0
offset 20 81
delay 3
sound data/sounds/beat1old.wav
@cmd randSound "monster03.wav" "monster04.wav" "monster05.wav"
frame data/chars/rita/hitflash.gif

move 1
frame data/chars/rita/idle.gif
move -1
frame data/chars/rita/hitflash.gif
move -1
frame data/chars/rita/idle.gif
move 1
frame data/chars/rita/hitflash.gif
move -1

delay 3
bbox 0 0 0 0
sound data/sounds/money.wav
frame data/chars/rita/idle.gif
fshadow 0
frame data/chars/rita/idle.gif
frame data/chars/rita/idle.gif
fshadow 0
frame data/chars/rita/idle.gif
frame data/chars/rita/idle.gif
fshadow 0
frame data/chars/rita/idle.gif
frame data/chars/rita/idle.gif
fshadow 0
frame data/chars/rita/idle.gif
frame data/chars/rita/idle.gif
fshadow 0
frame data/chars/rita/idle.gif
frame data/chars/rita/idle.gif


anim death

offset 33 97
sound data/sounds/monsterintro.wav
sound data/sounds/beat1old.wav
delay 15
frame data/chars/mirror/hitflash.gif
frame data/chars/mirror/hit1.gif
frame data/chars/mirror/hitflash.gif
frame data/chars/mirror/hit1.gif
frame data/chars/mirror/hitflash.gif
frame data/chars/mirror/hit1.gif
frame data/chars/mirror/hitflash.gif
frame data/chars/mirror/hit1.gif
frame data/chars/mirror/hitflash.gif
frame data/chars/mirror/hit1.gif
frame data/chars/mirror/hitflash.gif
frame data/chars/mirror/hit1.gif
frame data/chars/mirror/hitflash.gif
frame data/chars/mirror/hit1.gif
frame data/chars/mirror/hitflash.gif


delay 12
sound data/sounds/explosion.wav
frame data/chars/mirror/death1.gif
frame data/chars/mirror/death2.gif
frame data/chars/mirror/death3.gif
sound data/sounds/explosion.wav
frame data/chars/mirror/death4.gif
frame data/chars/mirror/death5.gif
frame data/chars/mirror/death6.gif
sound data/sounds/explosion.wav
frame data/chars/mirror/death7.gif
frame data/chars/mirror/death8.gif
frame data/chars/mirror/death9.gif
frame data/chars/mirror/death10.gif
sound data/sounds/explosion.wav
frame data/chars/mirror/death11.gif
frame data/chars/mirror/death12.gif
sound data/sounds/explosion.wav
frame data/chars/mirror/death13.gif
fshadow 0
frame data/chars/mirror/death14.gif
fshadow 0
frame data/chars/mirror/death15.gif
fshadow 0
frame data/chars/mirror/death16.gif
fshadow 0
frame data/chars/misc/empty.gif
 
Try to re-order the header so animation script is loaded last - sometimes it helps

Code:
name   rita
health   40
speed   40
type   enemy
shadow   3
cantgrab 1
knife mirrorball
noquake 1
aggression 400
falldie 1
nolife 1
nodieblink 2
subject_to_obstacle 1
dust      dust
palette none

animationscript data/scripts/randsounmerso.c
 
Well, I "fixed" it. By adding nodrop 2.

I only wasted like 5 hours. Jesus.

I'll keep your suggestion in mind, BeasTie.
BTW now that I have your attention... how do you get rid of the logo at the start of the game? If I'm not mistaken, its the one that said originally "not made with association of SNK and Sega" or something like that. See, years ago I swapped that image for another (the power rangers logo), and now I want to get rid of it... but I don't know how! I erased all instances of that power rangers logo in the "data" folder, and yet it keeps popping up! What gives?

EDIT: Nevermind, I replaced the .pak file with the original BOR.pak, that did the trip. Hopefully it will not result in bugs during gameplay.
 
Thanks, I did just that (create a blank logo.gif). It is worth noting that with the original bor.pak, the game ran even when I didn't have a logo.gif. Oh well, it's solved now.

I also wasted a good deal of time with this issue -_-
 
Ah yeah you need to remove any other paks while you're working.  It will load stuff from both pak's and cause problems.

Just keep you mod unpacked in DATA, in PAK dir create a blank text file and rename it with .PAK extension
example - POWERR.PAK

I've wasted countless hours with openbor, it happens....
 
BeasTie said:
I've wasted countless hours with openbor, it happens....
We've all been there bro  :-[

But mersox tried hard to solve the problem before asking for help, while some people look like they try and just post questions, when sometimes using the search function of the forum can give the answer in seconds.

With your problem I remembered and old crash I had many years ago.
After days of trying to figure out the reason of the crash, and with many people on the forum (lavalit) without understanding what happened, someone, I think it was MCW, wrote "you need to put a blank line on your character txt file". It was simple as that. I don't know of twitch nowadays openbor that crash still happens, but since that day I always keep blank lines at the end of every txt file  :)
 
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