Is this a Grabforward (slamstart) bug?

darkneo

Member
Grabforward bug
Please watch my test video link on top

Hi guys, I use the similar slamstart scripts into two different characters, one is running good has no problem but another one looks like has the teleport bug, I don't know why because both of them just the positions are different, here is their code:

Batman
anim grabforward
attackone 0
delay 16
offset 37 90
@cmd slamstart
@cmd position 0 0 90 0 1
frame data/chars/Batman/down1.png
attack 5 -50 45 100 2 1 1 0 0 15
delay 25
@cmd position 1 -1 86 0 1
frame data/chars/Batman/down1.png
attack 40 14 80 50 2 1 1 0 0 15
delay 40
offset 35 62
@cmd position 2 30 5 1 1
@cmd projectile 1 "quake" 0 0 0
sound data/sounds/fall.wav
frame data/chars/Batman/down2.png
delay 10
offset 29 73
@cmd depost 0
@cmd throw 20 1 3 0.8 0 0
attack 0 0 0 0 0 0
frame data/chars/Batman/jump1.png


ChiuWang
anim grabforward
attackone 0
delay 14
offset 33 72
sound data/sounds/ChiuWangHa.wav
@cmd slamstart
@cmd position 0 5 65 0 1
frame data/chars/chiuwang/throw2.png
attack 12 -70 45 100 2 1 1 0 0 15
@cmd position 1 0 70 0 1
frame data/chars/chiuwang/throw2.png
delay 40
offset 34 59
@cmd position 2 25 5 0 1
@cmd projectile 1 "quake" 0 0 0
attack 47 10 80 50 2 1 1 0 0 15
sound data/sounds/fall.wav
frame data/chars/chiuwang/throw3.png
delay 8
offset 39 63
@cmd depost 0
@cmd throw 20 1 3 0.8 0 0
attack 0 0 0 0 0 0
frame data/chars/chiuwang/throw4.png
offset 33 74
frame data/chars/chiuwang/throw5.png

Please help, thank you!
 
Last edited:
I've watched the video and this is not teleport bug, it's actually wrong grab bug. In order for slam scripts to be consistent, grabbed opponent's handle is stored into slammer/thrower's local variable. Each slam function will acquire which entity to slam/throw from that variable first. This could cause problem if slammer/thrower grabs another opponent after slamming/throwing an opponent. Therefore that variable is cleared after slam/throw ends with clearL function.
In Crime Buster 2.5, I do that by declaring clearL in IDLE however in my newer games, I declared clearL at end of slam/throw animation.
Here's how to do it:
Code:
Batman

anim grabforward
...
delay 5
offset 29 73
@cmd depost 0
@cmd throw 20 1 3 0.8 0 0
attack 0 0 0 0 0 0
frame data/chars/Batman/jump1.png
@cmd clearL
frame data/chars/Batman/jump1.png


ChiuWang

anim grabforward
...
delay 8
offset 39 63
@cmd depost 0
@cmd throw 20 1 3 0.8 0 0
attack 0 0 0 0 0 0
frame data/chars/chiuwang/throw4.png
offset 33 74
@cmd clearL
frame data/chars/chiuwang/throw5.png
 
I've watched the video and this is not teleport bug, it's actually wrong grab bug. In order for slam scripts to be consistent, grabbed opponent's handle is stored into slammer/thrower's local variable. Each slam function will acquire which entity to slam/throw from that variable first. This could cause problem if slammer/thrower grabs another opponent after slamming/throwing an opponent. Therefore that variable is cleared after slam/throw ends with clearL function.
In Crime Buster 2.5, I do that by declaring clearL in IDLE however in my newer games, I declared clearL at end of slam/throw animation.
Here's how to do it:
Code:
Batman

anim grabforward
...
delay 5
offset 29 73
@cmd depost 0
@cmd throw 20 1 3 0.8 0 0
attack 0 0 0 0 0 0
frame data/chars/Batman/jump1.png
@cmd clearL
frame data/chars/Batman/jump1.png


ChiuWang

anim grabforward
...
delay 8
offset 39 63
@cmd depost 0
@cmd throw 20 1 3 0.8 0 0
attack 0 0 0 0 0 0
frame data/chars/chiuwang/throw4.png
offset 33 74
@cmd clearL
frame data/chars/chiuwang/throw5.png
I started working on the slamstart, position, position, position, depost, throw, then clearL in the air in the Openbor template like you have. I have already #import the grabs_anim script and assigned it to the entity. However, none of it worked. I have double checked many times and tried different values, but nothing happened.
Another weird thing is that dropv negative value doesn't work (I try to set up the skill that knocks the enemy down to the ground while in the air).

I did the same thing to the FF LNS game before, and it was working fine.

Obviously, I must be missing something in the Openbor Template.
Do you have any ideas why it is not working? Thank you
 
Last edited:
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