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  1. MysticalMist

    Enemy still grabbable after being knocked down??

    void throw(int damage, int type, int Vx, int Vy, int Vz, int face) {//Damage as throw finisher void self = getlocalvar("self"); void target = getentityvar(self,"grabbed"); int z = getentityproperty(self,"z"); int tDir = getentityproperty(target,"direction")...
  2. MysticalMist

    Enemy still grabbable after being knocked down??

    The player uses grabbackward/grabforward for a scripted throw. @cmd grabStart @cmd slamstart 9999 @cmd position 1 20 12 1 0 delay 12 offset 59 123 sound data/sounds/Millie1.wav frame data/chars/Millie/grab/3.png delay 7 offset 59 123 @cmd...
  3. MysticalMist

    Enemy still grabbable after being knocked down??

    Here's a quick unlisted clip showing the glitch.
  4. MysticalMist

    Enemy still grabbable after being knocked down??

    When the enemy is on the ground, it is able to be normally grabbed. The fall animation is the standard one. The second frame is when they bounce to the ground, without a bbox.
  5. MysticalMist

    Enemy still grabbable after being knocked down??

    I have one particular enemy where whenever they're knocked down, the player is still able to grab them? It makes for an easily exploitable loop where the player can just endlessly throw them and for some reason, it only seems to happen with that particular npc. Here is their stats and the fall...
  6. MysticalMist

    Animated screens - the easy way.

    I came across a new, particularly odd issue. Whenever I return the main menu and after the hall of fame screen, there's an odd chance of the menu BG animation flickering out and the title one completely taking over. Here's what I have thus far: void main() {...
  7. MysticalMist

    Complete Helluva Brawl - A Hellaverse Fangame (Ver. 1.0)

    HELLO EVERYONE!! Wow, I finally post on here again. But I do have some great news for those interested! I have finally entered the playtesting phase of the latest Helluva Brawl update in the works and just making sure everything is ok before I drop a public release. If interested, would...
  8. MysticalMist

    Solved "Not Responding"/Freezing during level transitions

    I am in sheer disbelief, I probably spent 10 minutes straight repeating the fade and couldn't believe it was literally just that. Thank you SO much for your help in patience. I just hope in a cruel twist of irony that I come back to this thread again 😵‍💫
  9. MysticalMist

    Solved "Not Responding"/Freezing during level transitions

    I have just looked back at my endlevel.c file and all I have is this: void main() { changeopenborvariant("slowmotion", 0); setglobalvar("L0", NULL()); setglobalvar("V0", NULL()); } That being said though, I do have a VERY busy update.c and updated.c file. Should I share them both here?
  10. MysticalMist

    Solved "Not Responding"/Freezing during level transitions

    Thanks for the suggestion. I downloaded your latest version. Though unfortunately, the issue still persists.
  11. MysticalMist

    ChronoCrash Modders Tools

    I know I've posted about this before but I figured it was fair to also share it here. Something odd tends to happen as I progress through my current project when using CMT. When I finish or exit a level, or anything that essentially warrants "fade-out" transition, it freezes very briefly with...
  12. MysticalMist

    Solved "Not Responding"/Freezing during level transitions

    I'm actually to have to come back here, I somehow came across this issue again, BUT there's no CMT settings inside the data folder. I have also cleaned up any back-up files and tried to purging the old save files. I feel like something is cluttering up the data that makes the fade freeze up just...
  13. MysticalMist

    Character-specific Endings??

    Seemed to do the trick! Thank you!! (DISREGARD THE INITIAL REPLY, TURNS OUT THAT CMT (or myself unwittingly) DID SOMETHING REALLY WEIRD TO ONE OF THE PLAYER FILES SOMEHOW BUT I FIXED IT!! Sorry about that.)
  14. MysticalMist

    Character-specific Endings??

    @Bloodbane, is there a way to adjust the endselect.c script to play AFTER a level, instead of making it spawn in once a boss dies? I have a level designed to work like a cutscene after the final boss fight and I'm hoping to make it play once the cutscene level is finished.
  15. MysticalMist

    Level won't progress/end after a particular wave??

    SOLVED, I just figured it out. Turns out "TartWindow" (that was coded much like a "striker" enemy, where she just throws a bomb from a window) wasn't deleted once her FOLLOW12 animation finished (the "running away" part didn't go fully offscreen and her visibility was behind the panel layer so I...
  16. MysticalMist

    [ATTACH]

  17. MysticalMist

    Level won't progress/end after a particular wave??

    I'm redesigning a level currently and I added some custom intros for my enemies that are called via script within the level file. For some reason, after all of the enemies are cleared, the level doesn't proceed nor end. Here is the portion of code at the end of the level, and when this is...
  18. MysticalMist

    Solved "Not Responding"/Freezing during level transitions

    I do weird things on accident and somehow I fortunately fix that sometimes lol
  19. MysticalMist

    Solved "Not Responding"/Freezing during level transitions

    SOLVED. Figured out the problem, I think. For some reason, CMT had settings files inside the data folder on accident. Once I deleted that and cleaned up CMT's settings a bit on my end so it didn't clutter the data folder, the issue no longer persists. Perhaps that explains the RAM spike as...
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