Bug with versusdamage and weapons

ABK

Well-known member
There is a big problem now when im using versusdamage 1 to enable players to hit each other in VS levels and i want to disable it with "nohit 1" in regular beatemup levels, it works fine in latter ones but when im using weapon and i switch back to main model with weaponframe then "nohit 1" in regular levels stops working and i can hit other players, this should not happen.
It looks like "nohit 1" is changed only when level starts and later isnt executed when you pickup weapons.Maybe "nohit 1" is incomplete.
To solve this bug i have to add variable in idle animation to switch candamage myself ? Does anyone know better solution how to let players hit each other in VS mode and not hit each other in regular levels ?
This workaround is quite dirty but i think its the only way.
Im trying to figure out whats causing this and even with "versusdamage 0" it happens, when im using weaponframe to switch to default model then i can attack playable characters, never happened before.
 
The problem im facing currently is that even with versusdamage disabled in models i can hit playables when weaponframe is setting default model.
Using separate entity would make loading even longer, its already quite long, im not a fan of using separate character just to change one flag.

When im changing to weapon 2 from weapon1 then it works fine and i cant attack other player, but once im changing to weapon 0 then i can attack player , its weird, i dont have any "candamage" stuff in header.
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I tested many variations and the problem is weaponframe itself, somehow when reverting back to default model i can attack other playable characters which is weird and should not happen.
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Fixing it by creating new models with "candamage player" will cause another problem - when i have candamage player and will change weapon then weapon model will mess up candamage values because they are set for candamage enemy only .So in the end i have to create clones of weapons as well , one with candamage player and other one with candamage enemy , and loading times will be disastrous all because of this weird bug.
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OK its definitely bug with weaponframe, i did complete clone of player character and changed type to none to use it as weapon, then problem is fixed when i go back to this cloned none type instead of default player type.
So i think "type player" is the only difference here between default and weapon model, when im setting "weaponframe 10 0" to use default player type then i can attack other players which is wrong, when im setting "weaponframe 10  4" to use exact clone of default model but with "type none" instead of "type player" then everything is fine.
So in my opinion weaponframe is buggy when it changes back do default type player model, or maybe im changing it to default model wrong way, but i have weapons list like this : weapons  evelu  efly  evil-lyn

last one is default model but even if i use "weaponframe 10 3" then i can attack other players, both ""weaponframe 10 3" and "weaponframe 10 0"
work the same way, theyre changing back to default model, but they also letting playable characters to attack other playable characters.
  So currently the only proper way to solve this is by creating clone of player type and set it to none to use it in weaponframe setting.
Unless im doing something wrong here then let me know but i tried a lot of stuff to fix this properly.
 
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