My scripted slam have a weird effect.

NED

Well-known member
In the slam I coded last weeks, everything seems OK until I decite to add a 2nd enemy entity to the dummy used for debugging.

And this weird effect happens randomly:
I slam enemy1 then go for slamming enemy2.
When I success on slamming enemy2, P1 is stuck/Bind to me even if he's dead...

Sometimes this happens, sometimes not...

Any idea what's wrong?

Thanks.
 
Sorry, P1 is my player character "rachel"

this is the slam code (using your slam method)
Code:
anim	grabbackward#throw# FRANKENSTEINER
	jumpframe	7 2 -0.9#5 2 -0.9#5 2.5 -1
	landframe	14#13#12
	attackone 0
	quakeframe 15 9 7#13 9 7#3
	 offset	96 177
	 bbox		0 0 0 0
	 hitfx   	data/sounds/empty.wav
	 delay      4#5#6
        @cmd    slamstart


        @cmd    position 0 0 0 0 1
       frame      data/chars/rachel/j01.gif
	 delay      4#5#6


        @cmd    position 0 0 0 0 1
       frame      data/chars/rachel/j02.gif
	 delay      3#4#5


        @cmd    position 0 0 0 0 1
       frame      data/chars/rachel/frank01.gif


        @cmd    position 1 0 0 0 1
       frame      data/chars/rachel/frank02.gif

	 delay      5
        @cmd    position 1 0 0 0 1
       frame      data/chars/rachel/frank02b.gif

        @cmd    position 2 0 0 0 1
	 delay      7#6#11#9###4#12#11#12###14#18
	sound	data/sounds/get.wav
       frame      data/chars/rachel/frank03a.gif

        @cmd    position 2 0 0 0 1
	 delay      14#12#16#18#15###8#12#11#12###14#18
	sound	data/chars/rachel/kiai1.wav
       frame      data/chars/rachel/frank03.gif

        @cmd    position 3 0 0 0 1
	 delay      5#6#5#7
       frame      data/chars/rachel/frank04.gif

        @cmd    position 4 0 0 0 1
	sound	data/chars/rachel/kurae.wav

	 delay      5#4#5
       frame      data/chars/rachel/frank05.gif
	sound	data/sounds/a2.wav

        @cmd    position 5 0 0 0 1
       frame      data/chars/rachel/frank06.gif

        @cmd    position 6 0 0 0 1
	 delay      3#2#3#5#6
       frame      data/chars/rachel/frank07.gif

        @cmd    position 7 0 0 0 1
       frame      data/chars/rachel/frank07b.gif

        @cmd    position 8 0 0 0 1
       frame      data/chars/rachel/frank08.gif

        @cmd    position 9 0 0 0 1
	 delay      -1000
       frame      data/chars/rachel/frank08b.gif

	 delay      6##7#5
        @cmd    position 10 0 0 0 1
       frame      data/chars/rachel/frank09a.gif

	sound	data/sounds/fall.wav
        @cmd    position 10 0 0 0 1
       frame      data/chars/rachel/frank09a.gif

	 delay      1#7#5-------1 frame pour le 2eme son (hitsound)
	sound	data/sounds/hardp.wav
        @cmd    position 10 0 0 0 1
       frame      data/chars/rachel/frank09a.gif

	 delay      1#7#5--------------last pour release bind of P2 (1 frame)
        @cmd    position 10 -44 1 0 1
       frame      data/chars/rachel/frank09.gif


	 delay      1#7#5--------------last pour release bind of P2 (1 frame)
        @cmd    depost 0
        @cmd    finish 45 2 -2.2 2.2 0 1
#        @cmd    position 10 -44 1 0 1
       frame      data/chars/rachel/frank09.gif

	 delay      4###5
       frame      data/chars/rachel/frank09.gif
       frame      data/chars/rachel/frank09.gif
       frame      data/chars/rachel/frank09.gif
	 delay      10
       frame      data/chars/rachel/frank10.gif
	 delay      9#10
       frame      data/chars/rachel/frank11.gif
	 delay      9#10
       frame      data/chars/rachel/j01.gif
 
OK!
Do you mean lastest frame or last frame player is in contact with enemy?

EDIT:
I added it to the last frame, it seems to have no effect at all.
I must do something wrong... :-[
 
I asked about P1 cause this line is confusing:

P1 is stuck/Bind to me even if he's dead...

If 'me' is player then who is P1? or if P1 is player than who is 'me'?

Anyways, have you added clearL in Rachel's IDLE animation? this function is for clearing last grabbed opponent.
 
Sorry, I reply in a rush. :-[

When I said "I", this is player (of course) this player is my template character Rachel.

I typed P1 by error
When I success on slamming enemy2, P1-> ENEMY is stuck/Bind to me even if he's dead...

In fact every enemy can be stuck to the player character after this move.

I'll try to add clearL to rachel.
Do I have to add it to enemies too, when they use scripted throws?

EDIT--------------

I just tested it, the problem is fixed!
Thanks a lot BB. It works perfectly :D
 
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