problem with build 3944

Die_In_Fire

Well-known member
there's something wrong with my model weapon and/or script on it. With 3844 and 3944 it let me throw "infinite balls", however, I didn't had this problem with 3907.
it happens with attack1 and the freespecials.

here's the full code of the model weapon and the code of the ball:
Code:
name		Kunio10
health		100
mp		100
speed		8
type		none
shadow		0
gfxshadow 	1
grabdistance 16
jumpheight   	3
running	    	20 3 2 1 0
nodieblink 	1
makeinv		5
mprate 		5
jumpmove	3 3
antigrab	4
parrow		data/chars/kunio/p1.gif -10 -47
parrow2		data/chars/kunio/p2.gif -10 -47
parrow3		data/chars/kunio/p3.gif -10 -47
parrow4		data/chars/kunio/p4.gif -10 -47
icon	 	data/chars/kunio/icon.gif
weaploss 	0
modelflag	1
weapons		kunio1 kunio2 kunio3 kunio4 kunio5 kunio6 kunio7 kunio8 kunio9 kunio10 kunio

palette	data/chars/kunio/01.gif
remap   data/chars/kunio/01.gif data/chars/kunio/map1.gif
remap   data/chars/kunio/01.gif data/chars/kunio/map2.gif
remap   data/chars/kunio/01.gif data/chars/kunio/map3.gif
remap   data/chars/kunio/01.gif data/chars/kunio/map4.gif
remap   data/chars/kunio/01.gif data/chars/kunio/map5.gif
remap   data/chars/kunio/01.gif data/chars/kunio/map6.gif
remap   data/chars/kunio/01.gif data/chars/kunio/map7.gif

diesound data/sounds/pdie.wav

com  d f a  freespecial2
com  d f a2 freespecial3

anim idle
	loop	1
	delay	40
	offset	43 75
	bbox	35 45 14 29
	frame	Data/CHARS/kunio9/04p.gif
	delay	10
	frame	Data/CHARS/kunio9/25.gif
	frame	Data/CHARS/kunio9/04p.gif


anim walk
	loop	1
	delay	10
	offset	43 75
	bbox	36 45 13 29
	frame	Data/CHARS/kunio9/04p.gif
	frame	Data/CHARS/kunio9/05p.gif
		offset  43  76
	frame	Data/CHARS/kunio9/06p.gif
		offset  43  75
	frame	Data/CHARS/kunio9/07p.gif
		
anim run
        loop    1
        delay   8
        offset  43 76
        bbox    36 44 13 31
	delay	12
        frame	Data/CHARS/kunio9/08p.gif
		offset  43  75
	frame	data/chars/kunio9/09p.gif
		offset  43  76
	frame	data/chars/kunio9/10p.gif
		offset  43  75
	frame	data/chars/kunio9/11p.gif
		offset  43  76
	frame	data/chars/kunio9/12p.gif

anim get
	loop	0
	delay	10
	offset	43 75
	frame	data/chars/kunio9/15.gif

anim jump
	loop	0
	offset	43 75
	bbox	35 47 13 27
	delay	12
	sound	Data/SOUNDS/jump.wav
	frame	data/chars/kunio9/13p.gif
	frame	data/chars/kunio9/13p.gif
	frame	data/chars/kunio9/13p.gif

anim pain
	loop	0
	offset	43 75
	bbox	38 47 18 27
	delay	3
	frame	data/chars/kunio9/16.gif
		bbox  33  45  17  29
	frame	data/chars/kunio9/16.gif

anim faint
	loop	1
	delay	100
	offset	43 75
		bbox  38  47  14  27
	frame	data/chars/kunio9/18.gif
	frame	data/chars/kunio9/19.gif

anim shock
	sound	data/sounds/shock.wav
	loop	0
	delay	10
	landframe 9
	offset 	43 75
	frame	data/chars/kunio/81.gif
	frame	data/chars/kunio/82.gif
	frame	data/chars/kunio/81.gif
	frame	data/chars/kunio/82.gif
	frame	data/chars/kunio/81.gif
	frame	data/chars/kunio/82.gif
	frame	data/chars/kunio/81.gif
	frame	data/chars/kunio/82.gif
	frame	data/chars/kunio/81.gif
	frame	data/chars/kunio/77.gif

anim burn
	sound	data/sounds/burn.wav
	loop	0
	delay	10
	landframe 9
	offset 	43 75
	frame	data/chars/kunio/79.gif
	frame	data/chars/kunio/80.gif
	frame	data/chars/kunio/79.gif
	frame	data/chars/kunio/80.gif
	frame	data/chars/kunio/79.gif
	frame	data/chars/kunio/80.gif
	frame	data/chars/kunio/79.gif
	frame	data/chars/kunio/80.gif
	frame	data/chars/kunio/79.gif
	frame	data/chars/kunio/80.gif
	frame	data/chars/kunio/77.gif

anim death
	loop	0
	delay	30
	offset	43 75
	sound	Data/SOUNDS/pdie.wav
	frame	data/chars/kunio9/17.gif
	frame	data/chars/kunio9/17.gif

anim death2
	loop	0
	delay	30
	offset	43 75
	sound	Data/SOUNDS/pdie.wav
	frame	data/chars/kunio9/21.gif
	frame	data/chars/kunio9/21.gif

anim fall
	loop	0
	landframe  2
	offset	43 75
	bbox	35 46 16 27
	delay	14
		attack  0
	frame	data/chars/kunio9/16.gif
		attack  30  43  15  15
	frame	data/chars/kunio9/16.gif
		bbox  0
		attack  26  56  14  14
	frame	data/chars/kunio9/17.gif
		
anim fall2
	loop	0
	landframe  2
	offset	43 75
	bbox	35 46 16 27
	delay	14
		attack  0
	frame	data/chars/kunio9/20.gif
		attack  30  43  15  15
	frame	data/chars/kunio9/20.gif
		bbox  0
		attack  26  56  14  14
	frame	data/chars/kunio9/20.gif

anim attack1
	loop	0
#	weaponframe 3 9
	energycost 0
	custpbomb	peloshot
	pbombframe 2 30
	delay	8
	offset	43 75
		bbox  33  44  16  30
	frame	data/chars/kunio9/22.gif
	frame	data/chars/kunio9/23.gif
	frame	data/chars/kunio9/24.gif
	frame	data/chars/kunio9/24.gif
	frame	data/chars/kunio9/24.gif

anim freespecial2
	loop	0
#	weaponframe 3 9
	energycost 0
	custpbomb	peloshot
	pbombframe 2 30
	delay	8
	offset	43 75
		bbox  33  44  16  30
	frame	data/chars/kunio9/22.gif
	@cmd changeopenborvariant "slowmotion"  1 
	frame	data/chars/kunio9/23.gif
	frame	data/chars/kunio9/24.gif
	@cmd changeopenborvariant "slowmotion"  0 
	frame	data/chars/kunio9/24.gif

anim follow1
	loop	0
#	weaponframe 3 9
	energycost 0
	custpbomb	peloshot
	pbombframe 2 30
	delay	8
	offset	43 75
		bbox  33  44  16  30
	frame	data/chars/kunio9/22.gif
	frame	data/chars/kunio9/23.gif
	frame	data/chars/kunio9/24.gif
	frame	data/chars/kunio9/24.gif
	frame	data/chars/kunio9/24.gif

anim freespecial3
	loop	0
#	weaponframe 3 9
	energycost 0
	custpbomb	pelosho2
	pbombframe 2 30
	delay	8
	offset	43 75
		bbox  33  44  16  30
	frame	data/chars/kunio9/22.gif
	frame	data/chars/kunio9/23.gif
	subentity    dodgesp1
   	spawnframe    0 1 1 1 1
	follow anim3
	frame	data/chars/kunio9/23.gif

anim follow3
	loop	0
#	weaponframe 3 9
	energycost 0
	custpbomb	pelosho2
	pbombframe 1 30
	frame	data/chars/kunio9/24.gif
	frame	data/chars/kunio9/24.gif
	frame	data/chars/kunio9/24.gif
	frame	data/chars/kunio9/24.gif

the ball:
Code:
name	peloshot
type	pshot
#shadow	0
gfxshadow 1
nolife  1
jumpheight 1
subject_to_wall 1
Subject_to_screen 1
candamage player enemy npc obstacle shot


anim idle
@script
   void self = getlocalvar("self");
   int x = getentityproperty(self, "x");
   int Length = openborvariant("levelwidth");

   if (x <= 0){
//      changeentityproperty(self, "velocity", 0, 0, 0);
//      changeentityproperty(self, "speed", 0);
      changeentityproperty(self, "direction", 1);
   } else if (x >= Length){
//      changeentityproperty(self, "velocity", 0, 0, 0);
//      changeentityproperty(self, "speed", 0);
      changeentityproperty(self, "direction", 0);
   }
@end_script
   loop   1
   delay   5
   offset 31 60
      attack2  24  47  14  14  5  1
	frame	data/chars/weapons/pelota/pe01.gif
	frame	data/chars/weapons/pelota/pe02.gif
	frame	data/chars/weapons/pelota/pe03.gif
	frame	data/chars/weapons/pelota/pe04.gif
	frame	data/chars/weapons/pelota/pe05.gif
	frame	data/chars/weapons/pelota/pe06.gif
	frame	data/chars/weapons/pelota/pe07.gif
	frame	data/chars/weapons/pelota/pe08.gif

anim attack1
@script
   void self = getlocalvar("self");
   int x = getentityproperty(self, "x");
   int Length = openborvariant("levelwidth");

   if (x <= 0){
      changeentityproperty(self, "velocity", 2, 0, 0);
      changeentityproperty(self, "direction", 1);
   } else if (x >= Length){
      changeentityproperty(self, "velocity", -2, 0, 0);
      changeentityproperty(self, "direction", 0);
   }
@end_script
	delay	6
	subentity pelota
	spawnframe 9 0 0 0 0
	offset 31 60
		attack2  24  47  14  14  5  1
	jumpframe 0 0 2 0
	damageonlanding 0 1
	frame	data/chars/weapons/pelota/pe01.gif
	frame	data/chars/weapons/pelota/pe02.gif
	frame	data/chars/weapons/pelota/pe03.gif
	frame	data/chars/weapons/pelota/pe04.gif
	frame	data/chars/weapons/pelota/pe05.gif
	frame	data/chars/weapons/pelota/pe06.gif
	frame	data/chars/weapons/pelota/pe07.gif
	frame	data/chars/weapons/pelota/pe08.gif
	frame	data/chars/weapons/pelota/pe01.gif
	frame	data/chars/misc/empty.gif

anim attack2
	loop	0
	offset	12 12
	delay	1
	subentity pelota
	spawnframe 0 0 0 0 0
	frame	data/chars/misc/empty.gif
#	frame	data/chars/weapons/knu.gif
#	frame	data/chars/weapons/knu2.gif

Cannopt understand what happened with newer versions...
 
I can understand how you feel.
I really hate when this happen...
I suggest you to stick to older version, because it's not sure to see the error fixed in future releases.

Good luck
 
I don't understand what you mean.
Where do you put the ammo limit?
 
@Ned: yeah but the problem is that I'm using another scripts that only works with newer builds so I cannot stick with old build...

@UT: sorry for not explaining very well, I'm writing now from my phone but when Ill arrive home I can make a video to show you the comparison if necessary.
But is something like this video I made long ago:
http://m.youtube.com/watch?v=7Pi2Uoks7XA
So my problem is that the player after throwing the ball, he still have it. Normally when player picks the ball, he throws it and that's it, like on any sport game, but on newer build its infinite.(please ignore the slowdown when throwing the ball, I don't have that problem anymore)
I want it working like I did on this video:
http://m.youtube.com/watch?v=JAewYm-qQGo
 
So the ball item is a projectile item(subtype project), because I don't see any weaponframe nor related script you are using?
 
Weapons have been broken for over a year, you used to be able to pick up another weapon while still holding one, this is no longer the case making it impossible to drop your current weapon to pickup another.  Making suicide or dying the only option to get rid of it, or if it has ammo count deplete all ammo.
 
utunnels said:
So the ball item is a projectile item(subtype project), because I don't see any weaponframe nor related script you are using?
the ball is type pshot

these are the settings of the stage:
Code:
music		data/music/dodgen41.ogg
#background	data/bgs/lvl1/0ne.gif
#panel		data/bgs/lvl1/0ne.gif
background	data/bgs/dodgebal/dodge1.gif
panel		data/bgs/dodgebal/dodge1.gif

order		a
bgspeed 1
direction	both
settime		0
notime		1
setweap 9
so the character without the ball is weapon9 from the main character and with the ball weapon10 from the main character.
on version 3907 when throwing the ball, the model went back to weapon9, now it sticks on weapon10.

maybe I did a mistake that the current version detects so avoid gfoing from weapon10 to weapon9.

I cannot explain it better so I uploaded it in case you can check it. Will give you the link through PM  :).

BeasTie said:
Weapons have been broken for over a year, you used to be able to pick up another weapon while still holding one, this is no longer the case making it impossible to drop your current weapon to pickup another.  Making suicide or dying the only option to get rid of it, or if it has ammo count deplete all ammo.
It should be optative, something like:
weaponpick {bi}
weaponpick 0 : old builds logic, while carrying a weapon can pick another
weaponpick 1 : cannot pick another weapon


because in my case, I like how is working now, but of course I understand that on shooters, or like in Doom, you somethimes want to pick more effective weapons, or in games where you can carry more than one weapon, the old weapon style is neccesary (like weaponpick 0). In my case, I need weaponpick 1 as on Double Dragon style, as I find annoying when you want to hit an enemy with the carrying weapon, but you keep picking the dropped weapon by accident...
just saying  :P

Edit: Utunnels, PM sent!
 
I find annoying when you want to hit an enemy with the carrying weapon, but you keep picking the dropped weapon by accident...
just sayin

Yeah this is why it was changed I'm guessing.  Your idea makes sense, then it's just a flag on and off and modders can handle the rest.
Something to consider for future mods thou, make sure we give chars ability to throw a melee weapon away or at opponents. ;)
 
BeasTie said:
Yeah this is why it was changed I'm guessing.  Your idea makes sense, then it's just a flag on and off and modders can handle the rest.
Something to consider for future mods thou, make sure we give chars ability to throw a melee weapon away or at opponents. ;)
I did it, I made every weapo throwable, so it's up to the player to choose which weapon to keep  :)
http://www.youtube.com/watch?v=bdpsfwYF9hs
 
It seems using weaploss 2 instead of 3 in kunio9 fixes this problem.

I'm not sure if this is the way it used to work, but weaploss 3 now makes sure you don't loss weapon even after death and respawn, so it overwrite level's setweapon.
 
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