attack box on fall anim

Gurtag

Active member
hello, i just notice attack box on fall anim when you trow an enemy got disabled like in normal knock downs, wasnt the case on previus vercion, it is intended? just wanted to report in case it is a bug.
 
Attack boxes are never activated on fall unless there is a blast effect applied. This is the way things always worked.

DC
 
Plus, BLAST has a known bug and should not be used http://www.chronocrash.com/forum/index.php?topic=3482.msg48043#msg48043
On my games, I put the enemies on specific fall animations with attackbox when I need them.
 
First, please forget about blast attack... that's just introducing another moving part to the discussion and is not really relevant anyway... it's been depreciated for years and replaced with an attack flag that's perfectly safe to use. See the manual on attacks.

Now, as to how falling attacks work, and why:

- In order for any of the following to work, there has to be an attack box in the first place. If the falling animation doesn't have an attack, it just can't hit anything. But obviously you don't want an enemy hitting YOU the split second you knock him down with a normal attack right? For this reason when an entity is knocked down, its attack boxes are deactivated by default. That's the way it's been since BOR.

- There is a flag that is activated under certain circumstances. By default, it's whenever the entity is thrown with the native throw system, hit with a "blast" attack, or an attack that has the appropriate flag activated. The latter is how scripted throws do it. When (and only when) this flag is active, the entity's attack boxes are active while it falls.

- Projectilehit determines the type of entities that can be hit while in the above blasted state. If you don't have this set, it defaults to the entity's own type on load for backward compatibility. IOW, throwing enemies into other enemies.

Mixing up any one of these can produce unexpected effects, but they are not bugs.

DC
 
Damon Caskey said:
- There is a flag that is activated under certain circumstances. By default, it's whenever the entity is thrown with the native throw system

it seems to be deactivated by default now on 4.0
 
yes, there isnt projectilehit command on enemies or their fall anims, i have not touch enemies since i jump to 4.0, and it hapens with all enemies, when enemies are trown attack boxes on fall get disabled by default now, i know that was the intended behavior for normal knck downs, but like damon stated, it wasnt the case for trown enemies, why dont you give it a check, if am right it is an easy thing to reproduce.
 
Gurtag I see an unrelated issue here... there is no 4.0 to jump to. At all. That's nothing more than a very early alpha build I uploaded to test some specific issues. I didn't even compile from the mainline source code (it's from one of my working branches). It is not a stable build by any stretch of the imagination and you shouldn't be using it for module projects. That's why it is marked as a pre-release Alpha.

DC
 
i see, i thought it was a new release man, i apologise if i caused any trouble or confucion with this.
 
No man, no trouble and I'm not mad or anything. Just letting you know that you're probably making things harder on yourself. You can use whatever build you feel like. But I'd recommend waiting until the official 4.0 release.

DC
 
anotter similar thing, but may not be related, is that if your char doesnt have a death anim but gets killed by an enemy trow it gets stuck on idle after fall anim, instead of fade out on last frame of fall (falldie 0 = fall, blink on ground then disappear without playing DEATH at all (default) acordint to manual.
 
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