SOLVED Grab bug

Toranks

Active member
I record the same bug twice. Both with different enemies and the same movement, 'grabforward'. This is the move code:
Code:
anim	grabforward
	loop	0
	delay	14
	offset	100 189
	bbox	0 0 0 0
	sound	data/sounds/grab.wav
	frame	data/chars/3mrkarate/2grab02.gif
	delay	12
	@cmd	slamstart
	@cmd	antiwall 80 -10 -1
	@cmd	position 13 -20 40 -1 1
	frame	data/chars/3mrkarate/5grab01.gif
	@cmd	antiwall 80 -10 -1
	@cmd	position 0 0 70 -1 -1
	frame	data/chars/3mrkarate/5grab02.gif
	@cmd	antiwall 80 -10 -1
	@cmd	position 1 35 85 -1 -1
	frame	data/chars/3mrkarate/5grab03.gif
	@cmd	depost 0
	@cmd	throw 60 1 -5 1 0 0
	frame	data/chars/3mrkarate/5grab04.gif
	frame	data/chars/3mrkarate/5grab04.gif
	frame	data/chars/3mrkarate/5grab05.gif
	frame	data/chars/3mrkarate/a101.gif

I don't see anything strange, this is the standard on any slamstart - throw, as 'grabbackward'

Apparently a previously hitted enemy is teleporting to me, sticks to me permanently, alive, and counting for 'group'. The one that is grabbed is released. I can no longer advance the stage  because I cannot hurt the enemy stuck to me. The only way to detach the enemy is to die, then the enemy recovers up, and fights you again.

 
try running this script before your slamstart

Code:
void clearSlam()
{
	void self = getlocalvar("self");
	int id = getentityproperty(self, "animationid");
	changeentityproperty(self,"escapehits",id);
	void target = getlocalvar("Target" + self);
	if(target)
	{
		setlocalvar("Target"+self,NULL());
	}
}
 
A lot of thanks!!! I've done the grab on the same stage dozens of times and it hasn't happened to me again. On one occasion I saw how my grabbed enemy was released falling to the ground. I think clearSlam was executed on this moment.

A question: What do "escapehits" here? I don't undestand the script
 
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