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:
the ball:
Cannopt understand what happened with newer versions...
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...