OpenBor slam bug, entity binds to player character

I've encountered this bug many times, even in very old OpenBor builds. Earlier tried to remove some flashing effects and changing characters scripts and it earlier worked, but this time none of this works in Streets of Rage X, here is an example video.
Point is that in some characters this bug occuring and in other not.
Code:
anim grabattack #FRONT SLAM
    loop    0
    delay    20
    offset    55 125
    @cmd grabStart
    @cmd position 5 30 0 0 0 "noWeight"
    @cmd voice "data/voices/sor2_max_attack.wav"
    frame    data/chars/heroes/max/sor2/grabatk00.png
    @cmd position 3 0 5 0 0 "noWeight"
    frame    data/chars/heroes/max/sor2/grabatk01.png
    @cmd position 4 40 -1 0 0 "noWeight"
    @cmd quake "gradual" 10 4 1
    @cmd sound "data/sounds/sor3_slam.wav"
    frame    data/chars/heroes/max/sor2/grabatk02.png
        delay    8
    @cmd slam 24 2 -1 2.5 0 0
    frame    data/chars/heroes/max/sor2/grabatk03.png
        delay    8
    @cmd clearL
    frame    data/chars/heroes/max/sor2/grabatk04.png
I want to know reason why this bug occuring, and I'll be grateful if someone will explain it.
 
I've encountered this bug many times, even in very old OpenBor builds.
It's not an engine bug; the engine is doing what it was told to do. An engine bug would be for it to do something different than what it was told to do :)

From what I can see, are you sure the grabforward is running? Because the "grabStart" command sticks the enemy to you, and if I'm not mistaken, @Kratus put the "depost" function inside the "clearL" function, which makes you release the enemy.

If you don't execute this function, the enemy gets stuck. And it seems like your character returns to IDLE after the attack.

You can test this by adding @cmd clearL in the first frame of your IDLE. But you need to understand why the grabforward isn't working.
 
I've encountered this bug many times, even in very old OpenBor builds. Earlier tried to remove some flashing effects and changing characters scripts and it earlier worked, but this time none of this works in Streets of Rage X, here is an example video.
Point is that in some characters this bug occuring and in other not.
Code:
anim grabattack #FRONT SLAM
    loop    0
    delay    20
    offset    55 125
    @cmd grabStart
    @cmd position 5 30 0 0 0 "noWeight"
    @cmd voice "data/voices/sor2_max_attack.wav"
    frame    data/chars/heroes/max/sor2/grabatk00.png
    @cmd position 3 0 5 0 0 "noWeight"
    frame    data/chars/heroes/max/sor2/grabatk01.png
    @cmd position 4 40 -1 0 0 "noWeight"
    @cmd quake "gradual" 10 4 1
    @cmd sound "data/sounds/sor3_slam.wav"
    frame    data/chars/heroes/max/sor2/grabatk02.png
        delay    8
    @cmd slam 24 2 -1 2.5 0 0
    frame    data/chars/heroes/max/sor2/grabatk03.png
        delay    8
    @cmd clearL
    frame    data/chars/heroes/max/sor2/grabatk04.png
I want to know reason why this bug occuring, and I'll be grateful if someone will explain it.
@Blaze Rhodon Like @O Ilusionista said, this is not an engine bug, this is related to scripts.

According to what I noticed in your code, it seems that you pasted Adam's front slam in a Max based character.
Specifically in this case, this problem happens because Max has some exclusive events related to his "grabattack" move. These events will constantly detect if there's a grabbed enemy, and then resets the player's instance to IDLE early in case he falls or dies during the animation (in the same way it happens in the original SOR2 during the "Bear Hug/Neck Breaker" move).

To fix it, just erase/comment the "grabIdle" script line in the updated event, like in the video below.

I know you are familiar with the old SOR2X, but the new SORX has many differences and maybe you can encounter more issues trying to make changes, since this game unlike SOR2X was not developed focusing on easy modifications (and to be honest I don't encourage it).

 
To fix it, just erase/comment the "grabIdle" script line in the updated event, like in the video below.
Thanks @Kratus , it worked. I meant that this problem also occured in SoR2X v2.3.1 but there I could just change character key and ondraw scripts. This time this script was in updateentity and I use it to do afterimages during rage and special attacks.
Thanks again and I hope you have great day.
 
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