Rare problem with weapons

dantedevil

Well-known member
I have a rare problem with weapons and can't find wath happend.
Here the problem:
I create the 1rst weapon "bat".
Code:
name	 Bat
health   0
type     item
counter  9999
subtype  weapon
weapnum  1
nolife   1
antigravity 20
offscreenkill  3000


script  data/scripts/bounce.c
animationscript data/scripts/itemsp.c


anim idle
	loop   0
	offset 100 177
	bbox   77 463 50 15
	frame  data/chars/misc/weapons/bat.png


anim spawn
	loop   0
	offset 100 177
	bbox   77 463 50 15
	frame  data/chars/misc/weapons/bat.png



anim respawn
      loop   0
      delay   12
      offset 100 177
      jumpframe 0 2 0.5
      landframe 4
      @cmd	move 25 0 20
      @cmd	antiwall4 0 -25
      frame  data/chars/misc/weapons/bat1.png
      frame  data/chars/misc/weapons/bat1.png
      frame  data/chars/misc/weapons/bat2.png
      delay   100
      frame  data/chars/misc/weapons/bat2.png
      sound  data/sounds/weapfall.wav
      delay   8
      bbox   77 463 50 15
      frame  data/chars/misc/weapons/bat.png
      frame  data/chars/misc/weapons/bat.png
The create the bat in Carolina, caro1.
Header Carolina:
Code:
name	CAROLINA
health	100
speed	10
type	player
grabdistance 30
gfxshadow  1
holdblock 1
bflash block
hmap 1 2
fmap 2
mp 100
mprate	2
dust		dust
risetime 100
projectilehit   player obstacle
falldie 2
makeinv 2 1
weapons       CARO1 CAROLINA
Header caro1:
Code:
name	CARO1
health	100
speed	10
type	none
grabdistance 30
gfxshadow  1
holdblock 1
bflash block
hmap 1 2
fmap 2
mp 100
mprate	2

atchain       1 2
weaploss      0 
typeshot      1
weaploss      0
modelflag     1
Then add this wepon to an enemy.
Enemy head:
Code:
name	BD4
health	70
speed	9
type	enemy
grabdistance	45
risetime -200 -200 
gfxshadow  1
blockodds  6
thold      19
aggression -30
bflash block
falldie 2
projectilehit   enemy obstacle
dust		dust
fmap 2
aimove Chasez 

load BD41

weapons  BD41 BD4
Enemy with wepon head:
Code:
name	BD41
health	70
speed	9
type	none
grabdistance	45
risetime -200 -200 
gfxshadow  1
aggression 1
dust		dust
fmap 2
aimove Chasez 

weaploss      0 
typeshot      1
weaploss      0
modelflag     1

In game:
1) Carolina start a level
2) Take the bat of the floor
3) Lose the bat after hit
4) Enemy takes the bat
5) Carolina attack anemy
6) Enemy lose the bat
7) bat fall on the floor again
This works ok.

Here the bug:
1) Carolina start a level
2)  Enemy take the bat of the floor
3) Carolina attack the enemy
4) Enemy lose the bat after hit, but the bat dissapear and never fall on the floor.

I can't understand why.
The weapons are new to me, so I think miss something.
 
Nice!
Glad you fixed this problem, friend!
I was pretty sure it was some "generic"settings problem.
But since I'm not yet using weapons... ???

Anyway, good luck for the next updates :D
 
I find a new bug using weapons.

If press attack during:
anim follow11
anim follow12
anim follow13
anim follow14
The player cancel the move and perform "anim jump".

I try setting some cancel in every move, but the bug still happend.
Code:
name	CARO4
health	100
speed	10
type	none
grabdistance 30
gfxshadow  1
holdblock 1
bflash block
hmap 1 2
fmap 2
mp 100
mprate	2

atchain       1 
typeshot      1
weaploss      0 
modelflag     1

icon	data/chars/caro/icon.png

#running		21 4 2 1 0

animationscript data/scripts/script.c 

#onfallscript data/scripts/release.c

palette	     data/chars/caro/idle0.png
alternatepal data/chars/caro/map.png
alternatepal data/chars/caro/mapf.png

load  list_c
load  gunfire
load  gunfire2
load  shbul

com      D F A   freespecial1
com      A2      freespecial6
com      A4      freespecial40
#com      D A     freespecial29

anim spawn
	loop	0
        delay	2
	offset	98 173
	frame	data/chars/caro/caro4/idle0.png

anim chargeattack
	delay	1
	offset	98 173
	bbox	83 89 30 86
	frame	data/chars/caro/caro4/idle0.png

anim idle
	loop	1
	delay	28
	offset	98 173
	bbox	83 89 30 86
        @cmd    clearL
	cancel 	0 99 0    a4    freespecial40
	frame	data/chars/caro/caro4/idle0.png
	delay	20
	bbox	84 89 25 86
	frame	data/chars/caro/caro4/idle1.png
	frame	data/chars/caro/caro4/idle2.png
	frame	data/chars/caro/caro4/idle1.png

anim freespecial40
	loop	0
	delay	1
	offset	98 173
	bbox	0 0 0 0
	summonframe	1 235 200 1 1
 	subentity	list_c
  	unsummonframe   99
	frame	data/chars/caro/caro4/idle0.png
	frame	data/chars/caro/caro4/idle0.png

anim walk
	loop	1
	delay	11
	offset	98 173
	bbox	84 87 25 88
	frame	data/chars/caro/caro4/w1.png
	frame	data/chars/caro/caro4/w2.png
	frame	data/chars/caro/caro4/w3.png
	frame	data/chars/caro/caro4/w4.png
	frame	data/chars/caro/caro4/w5.png
	frame	data/chars/caro/caro4/w6.png
	frame	data/chars/caro/caro4/w7.png
	frame	data/chars/caro/caro4/w8.png
	frame	data/chars/caro/caro4/w9.png

anim get
	loop	0
	offset	98 176
	delay   25
	frame	data/chars/caro/caro4/rise1.png
	offset	98 173
	delay   6
	frame	data/chars/caro/caro4/rise2.png

anim block
	loop       0
	offset	98 173
	bbox	84 87 25 88
	weaponframe 1 0
	delay   6
	frame	data/chars/caro/caro4/idle2.png
	delay   4
	frame	data/chars/caro/idle0.png

anim grab
	loop	0
	delay	1
	offset	98 173
        frame	data/chars/caro/caro4/w9.png
        @cmd       anichange "ANI_FOLLOW10" 0
        frame	data/chars/caro/caro4/w9.png

anim follow10
        followanim 12
        followcond 3
	loop	0
	delay	12
	offset	98 173
	bbox	83 89 30 86
	sound   data/chars/chosen/at2.wav
        frame	data/chars/caro/caro4/at04.png
	delay	4
	hitfx   data/sounds/hbat2.wav
        @cmd    depost 0
        attack52  112 111 22 22 10 0 1 0 0
        nokill  1
        frame	data/chars/caro/caro4/at05.png
	attack  0 0 0 0
	delay	30
        frame	data/chars/caro/caro4/at05.png

anim follow12
        followanim 13
        followcond 3
	loop	0
	delay	25
	offset	98 173
	bbox	83 89 30 86
        frame	data/chars/caro/caro4/at05.png
	delay	10
	hitfx   data/sounds/empty.wav
        attack  106 98 44 22 1 0 1 1 0
        noreflect 1
        nokill  1
        frame	data/chars/caro/caro4/at05.png
	attack  0 0 0 0
	delay	20
        frame	data/chars/caro/caro4/at05.png
	delay	4
        load    eflash
	shootframe 4 1
        frame	data/chars/caro/caro4/at03b.png
	delay	8
        sound   data/sounds/shotgun.wav
	@cmd    shoot "shbul" 43 62 0    
        @cmd    spawner "gunfire" 43 66 1    
        frame	data/chars/caro/caro4/at03b.png
	bbox	84 87 25 88
	delay	4
        @cmd    dasher -0.5 0 0
        frame	data/chars/caro/caro4/at03c.png
        @cmd    stop
	delay	40
        frame	data/chars/caro/caro4/at03b.png

anim follow13
	loop	0
	delay	20
	offset	98 173
         frame	data/chars/caro/caro4/at05.png
	delay	4
        frame	data/chars/caro/caro4/idle0.png
	delay	8
        load    eflash
	shootframe 3 1
        frame	data/chars/caro/caro4/at02.png
	delay	8
        sound   data/sounds/shotgun.wav
        @cmd    spawner "gunfire2" 42 82 1    
        frame	data/chars/caro/caro4/at02.png
	bbox	84 87 25 88
	delay	4
        @cmd    dasher -0.5 0 0
        frame	data/chars/caro/caro4/at03.png
        @cmd    stop
	delay	40
        frame	data/chars/caro/caro4/at02.png
        @cmd    anichange "ANI_FOLLOW14" 0
        frame	data/chars/caro/caro4/at02.png

anim follow14
	loop	0
	delay	4
	offset	98 173
        load    eflash
	shootframe 1 1
        frame	data/chars/caro/caro4/at03b.png
	delay	8
        sound   data/sounds/shotgun.wav
        @cmd    spawner "gunfire" 43 66 1    
        frame	data/chars/caro/caro4/at03b.png
	bbox	84 87 25 88
	delay	4
        @cmd    dasher -0.5 0 0
        frame	data/chars/caro/caro4/at03c.png
        @cmd    stop
	delay	40
        frame	data/chars/caro/caro4/at03b.png

anim attack1
	loop	0
	delay	8
	offset	98 173
	bbox	83 89 30 86
	sound   data/chars/chosen/at2.wav
        frame	data/chars/caro/caro4/at04.png
        @cmd    dasher 2 0 0
	delay	2
	hitfx   data/sounds/hbat2.wav
        attack3  112 111 22 22 10 0 1 0 0
        nokill  1
        frame	data/chars/caro/caro4/at05.png
        frame	data/chars/caro/caro4/at05.png
	attack  0 0 0 0
        @cmd    stop
	delay	20
        frame	data/chars/caro/caro4/at05.png

anim freespecial1
	loop	0
	delay	4
	offset	98 173
        load    eflash
	shootframe 1 1
        frame	data/chars/caro/caro4/at00.png
	delay	8
        sound   data/sounds/shotgun.wav
        @cmd    spawner "gunfire" 73 66 1
	@cmd    shoot "shbul" 73 62 0        
        frame	data/chars/caro/caro4/at00.png
	bbox	84 87 25 88
	delay	4
        @cmd    dasher -0.5 0 0
        frame	data/chars/caro/caro4/at01.png
        @cmd    stop
	delay	40
        frame	data/chars/caro/caro4/at00.png

anim jump
	loop	0
	delay	8
	offset	98 173
	bbox	83 89 30 86
	sound   data/chars/chosen/at1.wav
	frame	data/chars/caro/caro4/jump0.png
	delay   50
	bbox	83 97 24 54
	frame	data/chars/caro/caro4/jump1.png
	delay	12
	bbox	83 89 30 86
	frame	data/chars/caro/caro4/jump0.png

anim jumpattack
	loop	0
	delay	4
	offset	98 188
	sound   data/chars/chosen/at4b.wav
	bbox	91 101 17 49
	frame	data/chars/caro/caro4/cut03.png
	offset	98 170
        bbox	88 90 18 82
	frame	data/chars/caro/caro4/gjump0.png
	hitfx   data/sounds/beat3b.wav
	delay	28
        hitflash flash2
        attack  100 116 53 22 14 1 0 0 10
	frame	data/chars/caro/caro4/gjump0b.png
	attack  0 0 0 0
	delay	9
	frame	data/chars/caro/caro4/gjump0.png
	offset	98 188
	bbox	91 101 17 49
	frame	data/chars/caro/caro4/cut03.png
	offset	98 173
	bbox	83 97 24 54
	frame	data/chars/caro/caro4/jump1.png

anim jumpforward
	loop	0
	delay	8
	offset	98 173
	bbox	83 97 24 54
        jumpframe 1 -0.5 2
	sound   data/chars/chosen/at3.wav
	frame	data/chars/caro/caro4/jumpa0.png
	delay	28
	hitfx   data/sounds/beat3b.wav
        hitflash flash2
	attack  122 134 25 32 12 1 0 0 15
	frame	data/chars/caro/caro4/jumpa1.png
	attack  0 0 0 0
	delay   8
	frame	data/chars/caro/caro4/jumpa0.png
	frame	data/chars/caro/caro4/jump1.png
	offset	98 173
	bbox	83 89 30 86
	frame	data/chars/caro/caro4/jump0.png

anim freespecial6
	energycost	5
	mponly  	2
	loop	0
	offset	98 173
	delay   12
	bbox	0 0 0 0
	sound   data/chars/chosen/at1.wav
	frame	data/chars/caro/caro4/select.png
	sound   data/chars/chosen/at5b.wav
	delay	10
	jumpframe 2 3
	frame	data/chars/caro/caro4/select0.png
	frame	data/chars/caro/caro4/select0.png
	frame	data/chars/caro/caro4/skick0.png
	delay	25
	hitfx   data/sounds/beat3b.wav
        hitflash flash2
	attack30 34 124 121 16 20 1 0 0 25
	frame	data/chars/caro/caro4/skick1.png
	attack	0 0 0 0
	delay	9
	frame	data/chars/caro/caro4/skick0.png
	frame	data/chars/caro/caro4/select0.png
	delay	12
	frame	data/chars/caro/caro4/select.png
	delay	9
	frame	data/chars/caro/caro4/select0.png

I try with remove: anim jump,  anim jumpattack, anim jumpforward.
But if press attack, the player not cancel the follow but the animation jump.
This is very rare...
I try with many test but still happend.
 
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