dantedevil
Well-known member
This is the second time I try to work with walls and is really frustrating.
I'm using the ObEditor 1.5.9 and have managed to create what he wanted.
But the problem is during the game.
The characters go through the walls in the slams, or throws and disappear from the screen. Each character has the script antiwall in their movements, but still not working properly. The players and the enemies disappear and are locked up on the screen, if you try to move, eventually falls back to the screen.
I've been thinking about abandoning the idea of using walls, but I want to use every effort to make the most complete mod.
I hope to find what the problem is.
Level coords are z 226 270
Here the level:
All players have the same problem in this type of moves.
Here some examples:
I'm using the ObEditor 1.5.9 and have managed to create what he wanted.
But the problem is during the game.
The characters go through the walls in the slams, or throws and disappear from the screen. Each character has the script antiwall in their movements, but still not working properly. The players and the enemies disappear and are locked up on the screen, if you try to move, eventually falls back to the screen.
I've been thinking about abandoning the idea of using walls, but I want to use every effort to make the most complete mod.
I hope to find what the problem is.
Level coords are z 226 270
Here the level:
music data/music/stonehenge.ogg
background data/bgs/stage1-1/backgr.png
panel data/bgs/stage1-1/backgr.png
order a
Wall 0 250 0 0 168 9 9 255
Wall 252 237 -15 0 670 655 12 250
Wall 1137 250 -150 0 18 18 9 255
Wall 0 241 0 0 173 168 30 250
Wall 987 241 -5 0 168 168 30 250
Wall 524 244 -272 0 383 119 7 245
updatescript data/scripts/traileru.c
spawn1 205 30 10
spawn2 205 35 10
spawn3 205 40 10
settime 0
notime 1
#type 0 0 0
#direction right
type 1 0 1
direction both
spawn trash
coords 1043 260 0
at 0
#spawn Story
#alias 01_begin
#at 0
spawn empty
coords 848 254
at 0
spawn amazon
coords 555 240
health 80
#map 1
at 5
All players have the same problem in this type of moves.
Here some examples:
Code:
anim grabbackward
loop 0
attackone 1
offset 94 177
bbox 0 0 0 0
delay 1
@cmd spawnbind "static" 0 70 1 0 0
frame data/chars/chosen/make00.png
sound data/sounds/tele.wav
delay 6
@cmd slamstart
@cmd position 8 55 10 1 0
frame data/chars/chosen/make00.png
@cmd antiwall 70 20 -1
@cmd position 0 55 30 1 0
sound data/chars/chosen/at2.wav
frame data/chars/chosen/make01.png
delay 4
@cmd position 0 40 30 1 0
frame data/chars/chosen/backat02.png
@cmd position 0 20 30 1 0
frame data/chars/chosen/backat02.png
@cmd spawnbind "static2" 0 70 1 0 0
@cmd antiwall 70 25 -1
@cmd position 16 0 30 1 0
frame data/chars/chosen/backat03.png
@cmd position 0 -20 30 1 1
frame data/chars/chosen/backat03.png
@cmd position 0 -40 30 1 1
frame data/chars/chosen/backat04.png
delay 1
@cmd antiwall 70 25 -1
@cmd position 10 -60 30 1 1
frame data/chars/chosen/backat04.png
@cmd depost 0
@cmd throw 25 4 -5 1 0 0
frame data/chars/chosen/backat04.png
sound data/sounds/swosh.wav
frame data/chars/chosen/backat04.png
delay 25
frame data/chars/chosen/backat04.png
delay 5
frame data/chars/chosen/backat03.png
frame data/chars/chosen/backat02.png
frame data/chars/chosen/backat01.png
Code:
anim follow11
loop 0
offset 82 165
bbox 0 0 0 0
attackone 1
fastattack 1
landframe 14
delay 1
jumpframe 3 3 0
@cmd cancelgrab
@cmd anti
frame data/chars/midas/js3a.png
@cmd entergrab
frame data/chars/midas/js3a.png
delay 4
@cmd slamstart2
@cmd position 8 90 15 1 0
frame data/chars/midas/js3a.png
@cmd antiwall -75 25 -1
@cmd position 8 80 15 1 0
frame data/chars/midas/js2b.png
offset 90 177
@cmd position 1 62 40 -1 0
frame data/chars/midas/slam1b.png
frame data/chars/midas/slam1b.png
frame data/chars/midas/slam1b.png
@cmd position 2 18 76 -1 0
offset 84 174
frame data/chars/midas/slam2b.png
frame data/chars/midas/slam2b.png
delay 5
@cmd position 6 -5 80 -1 1
@cmd antiwall -75 25 -1
frame data/chars/midas/slam3.png
frame data/chars/midas/slam3.png
offset 82 217
@cmd position 9 -72 45 -1 0
frame data/chars/midas/slam4.png
frame data/chars/midas/slam4.png
offset 82 177
delay 999
@cmd antiwall -75 25 -1
@cmd position 9 -72 5 -1 0
frame data/chars/midas/slam4b.png
@cmd spawn01 "down" -60 0 -2
sound data/sounds/land.wav
delay 1
frame data/chars/midas/slam4b.png
delay 15
frame data/chars/midas/slam4b.png
delay 5
@cmd depost 0
@cmd finish 35 4 -1 2.5 0 1
frame data/chars/midas/slam4b.png
frame data/chars/midas/slam4b.png
delay 12
frame data/chars/midas/slam4.png
frame data/chars/midas/slam4.png
frame data/chars/midas/roll7.png
frame data/chars/midas/roll8.png
delay 12
frame data/chars/midas/rise1.png
frame data/chars/midas/rise2.png
frame data/chars/midas/rise3.png
Code:
anim follow6
loop 0
landframe 58
offset 87 177
fastattack 1
attackone 1
delay 1
bbox 0 0 0 0
frame data/chars/raiden/s3.png
delay 2
move 14
@cmd slamstart2
@cmd position 10 50 5 -1 0
frame data/chars/raiden/s3.png
@cmd antiwall 60 20 -1
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
@cmd antiwall 60 20 -1
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
frame data/chars/raiden/s3.png
@cmd antiwall 60 20 -1
@cmd position 10 50 5 -1 0
frame data/chars/raiden/s3.png
sound data/sounds/indirect.wav
move 0
@cmd depost 0
@cmd finish 25 1 0 2 0 0
frame data/chars/raiden/s3.png
delay 3
bbox 36 96 82 23
frame data/chars/raiden/s3.png
bbox 73 86 47 38
frame data/chars/raiden/s2.png
delay 2
offset 95 159
jumpframe 33 3 -1 0
bbox 0 0 0 0
sound data/chars/raiden/rtorp2.wav
attack 78 69 46 51 15 1 0 0 0
frame data/chars/raiden/j01.png
frame data/chars/raiden/j01.png
frame data/chars/raiden/j04.png
sound data/sounds/airpunch.wav
frame data/chars/raiden/j04.png
frame data/chars/raiden/j03.png
frame data/chars/raiden/j03.png
frame data/chars/raiden/j02.png
sound data/sounds/airpunch.wav
frame data/chars/raiden/j02.png
frame data/chars/raiden/j01.png
frame data/chars/raiden/j01.png
frame data/chars/raiden/j04.png
frame data/chars/raiden/j04.png
sound data/sounds/airpunch.wav
frame data/chars/raiden/j03.png
frame data/chars/raiden/j03.png
frame data/chars/raiden/j02.png
frame data/chars/raiden/j02.png
frame data/chars/raiden/j01.png
frame data/chars/raiden/j01.png
frame data/chars/raiden/j04.png
frame data/chars/raiden/j04.png
sound data/sounds/airpunch.wav
frame data/chars/raiden/j03.png
frame data/chars/raiden/j03.png
frame data/chars/raiden/j02.png
frame data/chars/raiden/j02.png
attack 0 0 0 0
delay 5
offset 87 145
bbox 68 61 42 59
frame data/chars/raiden/ja01.png
delay 999
offset 87 157
bbox 72 57 37 80
frame data/chars/raiden/j2.png
delay 15
offset 87 177
bbox 80 96 34 81
frame data/chars/raiden/u1.png