MysticalMist
Active member
As I'm testing my game, I'm noticing one persistent bug that I've yet to work around.
When the player does a throw/slam, the first thing that happens is that the enemy immediately takes 1 point of damage. Worst case, if that's all that's left of the enemy's HP prior - the enemy will die, break free from the player and not even fall normally, it just remains in its fall7 state as it blinks out.
I noticed that in the script, it does intentionally take away one point of HP from the entity but I'm not sure how to improve it to where it doesn't risk the enemy having a glitchy death on accident again.
When the player does a throw/slam, the first thing that happens is that the enemy immediately takes 1 point of damage. Worst case, if that's all that's left of the enemy's HP prior - the enemy will die, break free from the player and not even fall normally, it just remains in its fall7 state as it blinks out.
I noticed that in the script, it does intentionally take away one point of HP from the entity but I'm not sure how to improve it to where it doesn't risk the enemy having a glitchy death on accident again.
Code:
void grabStart()
{//Grab Starter for grab moves
//Use SLAM or THROW after using this
void self = getlocalvar("self");
void target = getentityproperty(self, "grabbing");
//IS THERE A GRABBED ENTITY?? PROCEED!!
if(target != NULL()){
setentityvar(self, "grabbed", target); //SAVE THE GRABBED ENTITY AS A NEW TARGET INSIDE AN ENTITYVAR
damageentity(target, self, 0, 1, openborconstant("ATK_NORMAL7")); //PUT THE ENTITY IN A FALLING STATE
changeentityproperty(target, "aiflag", "frozen", 1); //USED TO AVOID GRAB INTERRUPTION WHEN THE NODROPEN IS OFF AND ANY PLAYER IS RESPAWNED
}
}
void grabStart2()
{//Grab Starter for non-grab moves
//Use SLAM or THROW after using this
void self = getlocalvar("self");
void target = getentityproperty(self, "opponent");
//IS THERE A DAMAGED ENTITY?? PROCEED!!
if(target != NULL()){
setentityvar(self, "grabbed", target); //SAVE THE GRABBED ENTITY AS A NEW TARGET INSIDE AN ENTITYVAR
damageentity(target, self, 0, 1, openborconstant("ATK_NORMAL7")); //PUT THE ENTITY IN A FALLING STATE
changeentityproperty(target, "aiflag", "frozen", 1); //USED TO AVOID GRAB INTERRUPTION WHEN THE NODROPEN IS OFF AND ANY PLAYER IS RESPAWNED
}
}