Bindentity bug

O Ilusionista

Captain 100K
For a weird reason bindentity param value "6" or "4" (refer to die on no anim matching) doesn't work properly.

After I put the enemy into pain3, the next projectile doesn't makes the flash (the hitspark) to appear. And the next time I use the move, the flash appear out of the thin air...where it should be at the first place and doesn't removes itself.

6sWPUPh.png

pBXBngx.png


White Dragon posted a workaround solution which works, but you know: workaround are workaround and will bring problems on the future. Plus its a serious bug.

http://www.chronocrash.com/forum/index.php?topic=703.msg10845#msg10845
(you can go back one page to see the whole problem)
 
I'm aware of this but I can't do much about it in the short term. Utunnels wrote the binding code; it's a rather complex piece of work and he's long gone again. Hopefully he'll return soon, but his last break was almost two years. Will take me some time to decipher it, but I will fix when I can.

DC
 
its in engine since 2008 at least, ive seen it before in my marvel mod when i was using bind, now i dont like to use it if i dont have to.
 
Sorry, but it's going to be a while on this one. You shouldn't really need a complex workaround though. An update or frame check for matching animations and taking action accordingly yourself will do the job and there's nothing all that hacky about it.

DC
 
checking the animid and anipos (or whatever is called, I don't remember) ?
Or I can use a delay 1 with a blank frame and put a offscreenkill on the flash entity
 
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