O Ilusionista
Captain 80K
OpenBOR V3 - 6391 - Windows
I am having an weird behaviour with the "wait" on a specific stage:
If I add an enemy as Item on an obstacle (so the enemy will appear if you break the obstacle), it can bug or not depending of a condition:
- If you break the obstacle BEFORE killing the last enemy of the wait, everything is fine and the next WAIT will work
- But if you break the obstacle AFTER killing the last enemy of the wait, all the other Waits on the stage will get ignored and I can simply walk through all the stage
I can't let the enemy go offscreen because they will get killed instanly, but funny enough, as soon that enemy gets killed, the next Wait will trigger, no matter where I am
I am attaching the current stage here, but you can try for yourself on the last released version here: Pocket Dimensional Clash 2
The file is located here:
Things that I tried:
- Changing the spawn of the enemy from a scripted spawn on the obstacle Death animation to a native "item" and the result is the same.
- Fixing the AT position of later enemies (which were spawned at 900 instead of 1000). No good.
- I tried to moved the capsules (which were spawned AT 0 to AT 50), no good.
Any ideas?
I am having an weird behaviour with the "wait" on a specific stage:
If I add an enemy as Item on an obstacle (so the enemy will appear if you break the obstacle), it can bug or not depending of a condition:
- If you break the obstacle BEFORE killing the last enemy of the wait, everything is fine and the next WAIT will work
- But if you break the obstacle AFTER killing the last enemy of the wait, all the other Waits on the stage will get ignored and I can simply walk through all the stage
I can't let the enemy go offscreen because they will get killed instanly, but funny enough, as soon that enemy gets killed, the next Wait will trigger, no matter where I am
I am attaching the current stage here, but you can try for yourself on the last released version here: Pocket Dimensional Clash 2
The file is located here:
data/levels/2-militarhq/shadaloo-stg3.txt
Things that I tried:
- Changing the spawn of the enemy from a scripted spawn on the obstacle Death animation to a native "item" and the result is the same.
- Fixing the AT position of later enemies (which were spawned at 900 instead of 1000). No good.
#------------------------------------------------------- BOSS WAVE
Wait
at 1000
group 1 3
at 1000
spawn Grenadier
@script void main() {
performattack(getlocalvar("self"), openborconstant("ANI_FOLLOW4"));
} @end_script
coords -140 175
aggression -1
at 900
spawn Grenadier
@script void main() {
performattack(getlocalvar("self"), openborconstant("ANI_FOLLOW4"));
} @end_script
coords 620 175
aggression -1
3pspawn 1
at 900
- I tried to moved the capsules (which were spawned AT 0 to AT 50), no good.
Any ideas?
Attachments
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