When the player takes the gun the game closes

Dyhego

Member
Hello everyone! Can someone help me? when my character takes the gun the game just closes. I tried to look at the log but nothing shows. Below are my scripts:

Pistol
Code:
name	pistol
type	item
subtype 	weapon
weapnum	1
shootnum 20
typeshot 	1
counter	2



anim	idle
	loop	1
	bbox	5 7 24 10
	offset	19 15
	frame	data/chars/misc/pistol.gif
		
#|edited by openBor Stats v 0.67

Player
Code:
name	Sara_Winter	
health	500		
mp 		100
speed	8
type	Player
shadow	4
makeinv 4
grabdistance 30


running	17	3	3	1	1

weapons sarawinter2 sarawinter


anim	attack1
	delay	6
	hitfx	data/sounds/attack1.wav
	bbox	19 10 33 63
	offset	38 80
	frame	data/chars/sarawinter/attack1.gif
	attack	59 5 33 35 30 0 0 0 0 0
	offset	32 81
	frame	data/chars/sarawinter/attack2.gif
		
anim	attack2
	delay	8
	hitfx	data/sounds/attack2.wav
	bbox	18 8 30 57
	offset	27 71
	frame	data/chars/sarawinter/attack3.gif
	attack	69 8 25 32 30 0 0 0 0 0
	bbox	34 7 27 48
	offset	27 61
	frame	data/chars/sarawinter/attack4.gif
		
anim	attack3
	delay	9
	hitfx	data/sounds/attack3.wav
	bbox	19 9 18 52
	offset	33 73
	frame	data/chars/sarawinter/attack5.gif
	delay	10
	frame	data/chars/sarawinter/attack6.gif
	delay	7
	blast	76 7 46 40 30 0 0 0 0 0
	offset	32 70
	frame	data/chars/sarawinter/attack7.gif
		
anim	fall
	delay	7
	offset	37 73
	frame	data/chars/sarawinter/pain2.gif
	frame	data/chars/sarawinter/pain3.gif
	frame	data/chars/sarawinter/pain4.gif
	frame	data/chars/sarawinter/pain5.gif
		
anim	freespecial
		
anim	get
	bbox	11 11 36 46
	delay	9
	offset	28 53
	frame	data/chars/sarawinter/catch.gif
		
anim	grab
	bbox	19 10 22 61
	offset	30 78
	frame	data/chars/sarawinter/grab.gif
		
anim	grabattack
	delay	6
	hitfx	data/sounds/attack1.wav
	offset	29 78
	frame	data/chars/sarawinter/grab.gif
	delay	11
	attack	32 25 26 28 30 0 0 0 0 0
	offset	17 77
	frame	data/chars/sarawinter/grabattack1.gif
	delay	6
	offset	29 78
	frame	data/chars/sarawinter/grab.gif
	delay	11
	attack	32 25 26 28 30 0 0 0 0 0
	offset	17 77
	frame	data/chars/sarawinter/grabattack1.gif
		
anim	grabattack2
	delay	6
	hitfx	data/sounds/attack1.wav
	offset	40 82
	frame	data/chars/sarawinter/grabattack2.gif
	delay	8
	attack	48 5 30 54 30 0 0 0 0 0
	offset	27 81
	frame	data/chars/sarawinter/grabattack3.gif
	offset	26 80
	frame	data/chars/sarawinter/grabattack4.gif
	delay	6
	offset	40 82
	frame	data/chars/sarawinter/grabattack2.gif
	delay	8
	blast	48 5 30 54 30 0 0 0 0 0
	offset	27 81
	frame	data/chars/sarawinter/grabattack3.gif
		
anim	grabforward
	delay	11
	offset	31 77
	frame	data/chars/sarawinter/throw1.gif
	delay	12
	blast	29 9 31 67 30 0 1 0 0 0
	offset	29 79
	frame	data/chars/sarawinter/throw2.gif
	delay	8
	blast	0 0 0 0 0 0 0 0 0 0
	offset	30 74
	frame	data/chars/sarawinter/throw3.gif
		
anim	idle
	loop	1
	delay	200
	bbox	14 13 32 70
	offset	27 84
	frame	data/chars/sarawinter/idle1.gif
	delay	10
	offset	29 83
	frame	data/chars/sarawinter/idle2.gif
	delay	10
	frame	data/chars/sarawinter/idle3.gif
	delay	20
	offset	32 83
	frame	data/chars/sarawinter/idle4.gif
	offset	35 83
	frame	data/chars/sarawinter/idle5.gif
		
anim	jump
	delay	8
	bbox	13 19 30 65
	offset	28 95
	frame	data/chars/sarawinter/jump1.gif
	frame	data/chars/sarawinter/jump2.gif
	frame	data/chars/sarawinter/jump3.gif
	bbox	22 17 33 30
	frame	data/chars/sarawinter/jump4.gif
	frame	data/chars/sarawinter/jump5.gif
	frame	data/chars/sarawinter/jump6.gif
	frame	data/chars/sarawinter/jump7.gif
	bbox	11 15 27 43
	frame	data/chars/sarawinter/jump3.gif
	frame	data/chars/sarawinter/jump2.gif
		
anim	jumpattack
	hitfx	data/sounds/attack1.wav
	offset	34 68
	frame	data/chars/sarawinter/jumpattack3.gif
	attack	81 13 49 42 30 0 0 0 0 0
	offset	21 61
	frame	data/chars/sarawinter/jumpattack4.gif
		
anim	jumpforward
	hitfx	data/sounds/attack1.wav
	offset	30 57
	frame	data/chars/sarawinter/jumpattack1.gif
	attack	53 32 24 33 20 0 0 0 0 0
	offset	32 63
	frame	data/chars/sarawinter/jumpattack2.gif
		
anim	land
	delay	10
	offset	40 65
	frame	data/chars/sarawinter/land1.gif
	delay	10
	offset	29 64
	frame	data/chars/sarawinter/land2.gif
		
anim	pain
	delay	20
	bbox	13 9 30 61
	offset	35 76
	frame	data/chars/sarawinter/pain1.gif
		
anim	rise
	delay	8
	offset	56 35
	frame	data/chars/sarawinter/rise1.gif
	offset	33 50
	frame	data/chars/sarawinter/rise2.gif
		
anim	run
	delay	7
	loop	1
	offset	35 73
	frame	data/chars/sarawinter/run1.gif
	offset	47 72
	frame	data/chars/sarawinter/run2.gif
	offset	32 74
	frame	data/chars/sarawinter/run3.gif
	offset	32 71
	frame	data/chars/sarawinter/run4.gif
	offset	34 74
	frame	data/chars/sarawinter/run5.gif
	offset	41 72
	frame	data/chars/sarawinter/run6.gif
	offset	33 74
	frame	data/chars/sarawinter/run7.gif
	offset	18 75
	frame	data/chars/sarawinter/run8.gif
		
anim	special
	delay	6
	energycost	100
	mponly	0
	hitfx	data/sounds/attack1.wav
	offset	36 77
	frame	data/chars/sarawinter/special1.gif
	delay	6
	offset	22 77
	frame	data/chars/sarawinter/special2.gif
	blast	78 0 49 39 50 0 0 0 0 0
	delay	8
	offset	36 63
	frame	data/chars/sarawinter/special3.gif
	blast	0 0 0 0 0 0 0 0 0 0
	delay	10
	offset	28 77
	frame	data/chars/sarawinter/special4.gif
	delay	10
	offset	34 93
	frame	data/chars/sarawinter/special5.gif
	delay	10
	frame	data/chars/sarawinter/special6.gif
	delay	8
	frame	data/chars/sarawinter/special7.gif
	attack	2 13 47 47 50 0 0 0 0 0
	delay	8
	frame	data/chars/sarawinter/special8.gif
	blast	0 0 0 0 0 0 0 0 0 0
	delay	6
	frame	data/chars/sarawinter/special9.gif
	delay	8
	offset	4 92
	frame	data/chars/sarawinter/special10.gif
	delay	8
	frame	data/chars/sarawinter/special11.gif
	delay	8
	frame	data/chars/sarawinter/special12.gif
	offset	0 65
	frame	data/chars/sarawinter/land1.gif
		
anim	walk
	delay	6
	loop	1
	offset	27 81
	frame	data/chars/sarawinter/walk1.gif
	offset	33 77
	frame	data/chars/sarawinter/walk2.gif
	frame	data/chars/sarawinter/walk3.gif
	offset	27 77
	frame	data/chars/sarawinter/walk4.gif
	offset	27 76
	frame	data/chars/sarawinter/walk5.gif
	offset	25 78
	frame	data/chars/sarawinter/walk6.gif
	offset	27 77
	frame	data/chars/sarawinter/walk7.gif
	offset	34 77
	frame	data/chars/sarawinter/walk8.gif
	offset	26 79
	frame	data/chars/sarawinter/walk9.gif
	offset	22 78
	frame	data/chars/sarawinter/walk10.gif
	offset	20 79
	frame	data/chars/sarawinter/walk11.gif
	offset	19 80
	frame	data/chars/sarawinter/walk12.gif
		
#|edited by openBor Stats v 0.67

Player with weapon
Code:
name	sarawinter2 
type	none	
grabdistance 30
modelflag 1






anim	attack1
		
anim	attack2
		
anim	attack3
		
anim	fall
		
anim	freespecial
		
anim	get
		
anim	idle
	loop	1
	bbox	15 14 35 68
	offset	27 83
	frame	data/chars/sarawinter/pistol/pistol1.gif
		
anim	jump
		
anim	pain
		
anim	rise
		
anim	run
		
anim	special
		
anim	walk
	bbox	9 7 31 71
	delay	6
	loop	1
	offset	27 81
	frame	data/chars/sarawinter/pistol/walk1.gif
	offset	33 77
	frame	data/chars/sarawinter/pistol/walk2.gif
	frame	data/chars/sarawinter/pistol/walk3.gif
	offset	27 77
	frame	data/chars/sarawinter/pistol/walk4.gif
	offset	27 76
	frame	data/chars/sarawinter/pistol/walk5.gif
	offset	25 78
	frame	data/chars/sarawinter/pistol/walk6.gif
	offset	27 77
	frame	data/chars/sarawinter/pistol/walk7.gif
	offset	34 77
	frame	data/chars/sarawinter/pistol/walk8.gif
	offset	26 79
	frame	data/chars/sarawinter/pistol/walk9.gif
	offset	22 78
	frame	data/chars/sarawinter/pistol/walk10.gif
	offset	20 79
	frame	data/chars/sarawinter/pistol/walk11.gif
	offset	19 80
	frame	data/chars/sarawinter/pistol/walk12.gif
		
#|edited by openBor Stats v 0.67

as I just wanted to test the use of the weapon, I didn’t get to do all the animations with the player with the weapon, however from the tutorials I saw this wouldn’t be necessary, as he would use the animations in the main script of the player with the modelflag 1 command.
 
Code:
Total Ram: 17160523776 Bytes
 Free Ram: 12253536256 Bytes
 Used Ram: 6258688 Bytes

debug:nativeWidth, nativeHeight, bpp, Hz  1920, 1080, 24, 60
OpenBoR v3.0 Build 6391, Compile Date: Apr  8 2020

Game Selected: ./Paks/My Mod.pak

FileCaching System Init......	Disabled
Initializing video............
Reading video settings from 'data/video.txt'.

Colordepth is depreciated. All modules are displayed with a 32bit color screen.

Initialized video.............	320x240 (Mode: 0)

Loading menu.txt.............	Done!
Loading fonts................	1 2 3 4 5 7 8 Done!
Timer init...................	Done!
Initialize Sound..............	
Loading sprites..............	Done!
Loading level order..........	
Command 'font' not understood in level order!
Done!
Loading model constants......	Done!
Loading script settings......	Done!
Loading scripts..............	Done!
Loading models...............

Loaded 32-bit background 'data/bgs/loading'
Cacheing 'Flash' from data/chars/misc/flash.txt
Cacheing 'QFlash' from data/chars/misc/qflash.txt
Cacheing 'gatao' from data/chars/gatao/gatao.txt
Cacheing 'palhaco' from data/chars/palhaco/palhaco.txt
Cacheing 'caioperozzo' from data/chars/caioperozzo/caioperozzo.txt
Cacheing 'sarawinter' from data/chars/sarawinter/sarawinter.txt
Cacheing 'sarawinter2' from data/chars/sarawinter/pistol/sarawinter2.txt
Cacheing 'energyball' from data/chars/palhaco/energyball.txt
Cacheing 'reigan' from data/chars/gatao/reigan.txt
Cacheing 'anaoraivoso' from data/chars/anaoraivoso/anaoraivoso.txt
Cacheing 'feramongalhoes' from data/chars/feramongalhoes/feramongalhoes.txt
Cacheing 'cartunistapupunha' from data/chars/cartunistapupunha/cartunistapupunha.txt
Cacheing 'moacironaobinario' from data/chars/moacironaobinario/moacir_BI.txt
Cacheing 'pistol' from data/chars/misc/pistol.txt

Loaded 'Flash' from data/chars/misc/flash.txt 
Loaded 'qflash' from data/chars/misc/qflash.txt 
Loaded 'Gatao' from data/chars/gatao/gatao.txt 
Loaded 'Palhaco' from data/chars/palhaco/palhaco.txt 
Loaded 'Caio_Per.' from data/chars/caioperozzo/caioperozzo.txt 
Command 'souns' not understood in file 'data/chars/caioperozzo/caioperozzo.txt'!
Command 'vlast' not understood in file 'data/chars/caioperozzo/caioperozzo.txt'!
Loaded 'Sara_Winter' from data/chars/sarawinter/sarawinter.txt 
Loaded 'sarawinter2' from data/chars/sarawinter/pistol/sarawinter2.txt 
Loaded 'energyball' from data/chars/palhaco/energyball.txt 
Loaded 'reigan' from data/chars/gatao/reigan.txt 

Loading models...............	Done!
Object engine init...........	Done!
Input init...................	No Joystick(s) Found!
Done!
Create blending tables.......	Done!
Save settings so far........	Done!


Loaded 32-bit background 'data/bgs/logo'

Can't play music file 'data/music/remix'
Loaded 32-bit background 'data/bgs/title'

Can't play music file 'data/music/remix'
Loaded 32-bit background 'data/bgs/titleb'

Can't play music file 'data/music/remix'
Loaded 32-bit background 'data/bgs/select'

Can't play music file 'data/music/menu'

Can't play music file 'data/music/remix'
Level Loading:   'data/levels/stage1/stage1.txt'
Total Ram: 17160523776 Bytes
 Free Ram: 12194418688 Bytes
 Used Ram: 54583296 Bytes

Loaded 32-bit background 'data/bgs/loading2'
Loaded 'pistol' from data/chars/misc/pistol.txt 
Loaded 'anaoraivoso' from data/chars/anaoraivoso/anaoraivoso.txt 
Loaded 'feramongalhoes' from data/chars/feramongalhoes/feramongalhoes.txt 

Level Loaded:    'data/levels/stage1/stage1.txt'
Total Ram: 17160523776 Bytes
 Free Ram: 12194078720 Bytes
 Used Ram: 54968320 Bytes
Total sprites mapped: 353
 
You're not using weaploss, are you? And are you not using shootnum for a pistol-holding player?

Weapon player:

Code:
name                 Billy3
health               100
speed                13
type                 none
com                  A2    freespecial
com                  A2    freespecial2
jumpheight           3
running              25 3 2 1 0
gfxshadow            1
atchain              1
shootnum             1
antigrab             4
mp                   100
mprate               1
icon                 data/chars/Billy3/Billy.png
load                 knife
animationscript      data/scripts/player.c
palette              none


anim	attack
	loop	0
	delay	9
	offset	17 71
	bbox	0 0 0 0
	custknife	knife
	throwframe	3 50
	sound	data/sounds/knife.wav
	frame	data/chars/Billy3/143.png
	offset	20 83
	frame	data/chars/Billy3/144.png
	offset	21 85
	frame	data/chars/Billy3/145.png
	offset	21 62
	frame	data/chars/Billy3/146.png
		
anim	attackdown
		
anim	attackup
		
anim	freespecial
	loop	0
	delay	8
	offset	43 71
	bbox	1 1 51 72
	move	0
	@cmd	incAtt "ANI_FREESPECIAL2" 150 0
	frame	data/chars/Billy3/40.png
	offset	42 73
	move	0
	delay	8
	frame	data/chars/Billy3/41.png
	attack6	35 1 40 36 5 0 1 0 0 0
	offset	45 72
	frame	data/chars/Billy3/42.png
	offset	46 71
	frame	data/chars/Billy3/43.png
	offset	45 74
	frame	data/chars/Billy3/44.png
	bbox	2 1 42 77
	offset	25 77
	frame	data/chars/Billy3/50.png
	bbox	2 1 39 75
	offset	18 73
	delay	8
	frame	data/chars/Billy3/1.png
		
anim	freespecial2
	loop	0
	delay	7
	offset	14 76
	bbox	1 3 37 77
	move	5
	sound	data/sounds/voice04.wav
	frame	data/chars/Billy3/57.png
	offset	14 80
	move	0
	frame	data/chars/Billy3/58.png
	offset	9 72
	frame	data/chars/Billy3/59.png
	bbox	1 3 57 76
	offset	20 74
	attack5	25 16 55 43 8 1 1 0 0 0
	frame	data/chars/Billy3/60.png
	bbox	3 5 49 80
	offset	18 73
	frame	data/chars/Billy3/61.png
	bbox	1 2 38 81
	offset	7 75
	frame	data/chars/Billy3/62.png
	bbox	2 2 48 76
	offset	23 75
	frame	data/chars/Billy3/63.png
		
anim	freespecial3
		
anim	grab
	loop	0
	delay	1
	offset	36 74
	bbox	28 12 20 60
		
anim	idle
	loop	1
	delay	9
	offset	18 73
	bbox	0 1 41 76
	frame	data/chars/Billy3/1.png
	offset	18 71
	frame	data/chars/Billy3/2.png
	offset	18 71
	frame	data/chars/Billy3/3.png
	offset	18 71
	frame	data/chars/Billy3/2.png
		
anim	jump
	loop	0
	delay	20
	offset	14 112
	bbox	1 3 33 99
	frame	data/chars/Billy3/17.png
	delay	10
	bbox	7 5 44 64
	offset	22 101
	frame	data/chars/Billy3/18.png
	delay	10
	bbox	1 2 62 56
	offset	34 101
	frame	data/chars/Billy3/19.png
		
anim	jumpattack
	loop	0
	delay	12
	offset	24 101
	bbox	7 -1 66 58
	frame	data/chars/Billy3/64.png
	attack5	38 4 57 41 15 1 1 0 3 7
	bbox	11 3 61 50
	offset	34 101
	delay	25
	frame	data/chars/Billy3/65.png
	bbox	4 3 65 54
	offset	24 101
	delay	12
	frame	data/chars/Billy3/64.png
		
anim	jumpforward
	loop	0
	delay	12
	offset	24 101
	bbox	5 2 68 55
	frame	data/chars/Billy3/64.png
	offset	34 101
	bbox	4 2 70 50
	attack5	37 3 58 42 15 1 1 0 3 7
	delay	25
	frame	data/chars/Billy3/65.png
	offset	24 101
	bbox	0 1 75 58
	delay	12
	frame	data/chars/Billy3/64.png
		
anim	jumpland
	loop	0
	delay	9
	offset	16 71
	bbox	1 3 38 66
	sound	data/sounds/land.wav
	offset	16 71
	frame	data/chars/Billy3/143.png
	bbox	1 3 50 55
	offset	18 52
	frame	data/chars/Billy3/16.png
		
anim	run
	loop	1
	delay	10
	offset	38 57
	bbox	3 5 73 59
	sound	data/sounds/run.wav
	frame	data/chars/Billy3/92.png
	bbox	3 4 49 66
	offset	15 57
	frame	data/chars/Billy3/93.png
	bbox	5 4 74 61
	offset	36 55
	frame	data/chars/Billy3/94.png
	bbox	2 4 67 62
	offset	38 55
	frame	data/chars/Billy3/95.png
	bbox	1 3 51 62
	offset	18 60
	frame	data/chars/Billy3/96.png
	bbox	2 4 74 63
	offset	36 56
	frame	data/chars/Billy3/97.png
		
anim	runattack
	loop	0
	delay	9
	offset	17 71
	bbox	0 0 0 0
	custknife	knife
	throwframe	3 50
	sound	data/sounds/knife.wav
	frame	data/chars/Billy3/143.png
	offset	20 83
	frame	data/chars/Billy3/144.png
	offset	21 85
	frame	data/chars/Billy3/145.png
	offset	21 62
	frame	data/chars/Billy3/146.png
		
anim	special
		
anim	throw
	loop	0
	delay	1
	offset	36 74
	bbox	28 12 20 60
		
anim	up
		
anim	walk
	bbox	5 3 29 73
	loop	1
	delay	8
	offset	18 72
	frame	data/chars/Billy3/7.png
	offset	18 73
	frame	data/chars/Billy3/8.png
	offset	18 73
	frame	data/chars/Billy3/9.png
	offset	18 75
	frame	data/chars/Billy3/10.png
	offset	18 76
	frame	data/chars/Billy3/11.png
	offset	17 76
	frame	data/chars/Billy3/12.png
		
anim	walkoff
	loop	0
	delay	1
	offset	20 76
	bbox	2 1 37 63
	frame	data/chars/Billy3/18.png
		
#|edited by openBor Stats v 0.67

Item:

Code:
name      knife
type      item
counter   4
subtype   weapon
speed     25
gfxshadow 1
weapnum   3
shootnum  1
nolife    1
candamage enemy player



anim	fall
	loop	0
	delay	10
	offset	10 3
	bbox	0 0 0 0
	move	4
	sound	data/sounds/knife3.wav
	frame	data/chars/misc/knife/7.png
	offset	8 9
	frame	data/chars/misc/knife/8.png
	offset	3 11
	frame	data/chars/misc/knife/1.png
	offset	8 9
	frame	data/chars/misc/knife/2.png
	offset	11 4
	frame	data/chars/misc/knife/3.png
	offset	8 9
	frame	data/chars/misc/knife/4.png
	offset	3 10
	frame	data/chars/misc/knife/5.png
	offset	8 9
	frame	data/chars/misc/knife/6.png
		
anim	idle
	loop	1
	delay	5
	offset	10 3
	bbox	6 7 2 2
	attack2	0 0 15 15 30 1 0 1 0 0
	hitfx	data/sounds/blood.wav
	frame	data/chars/misc/knife/7.png
	offset	8 9
	frame	data/chars/misc/knife/8.png
	offset	3 11
	frame	data/chars/misc/knife/1.png
	offset	8 9
	frame	data/chars/misc/knife/2.png
	offset	11 4
	frame	data/chars/misc/knife/3.png
	offset	8 9
	frame	data/chars/misc/knife/4.png
	offset	3 10
	frame	data/chars/misc/knife/5.png
	offset	8 9
	frame	data/chars/misc/knife/6.png
		
#|edited by openBor Stats v 0.67

weaploss {flag} {weapnum}

    ~Determines how weapon could be lost when the character is wielding a weapon.
        {flag} 0 (default) = weapon is lost and dropped on any hit.
        {flag} 1 = weapon is lost only on knockdown hit.
        {flag} 2 = weapon is lost only on death.
        {flag} 3 = weapon is lost only when level ends or character is changed during continue. This depends on the level settings and whether players had weapons on start or not.
        {weapnum} is optional. If set on, the entity set weapon to {weapnum} (see weapnum {int})
    ~This setting can also be declared in weapon text. If you do so, the setting will override similar setting in character's text and it will only be used for that weapon.
 
maxman said:
You're not using weaploss, are you? And are you not using shootnum for a pistol-holding player?

Weapon player:

Code:
name                 Billy3
health               100
speed                13
type                 none
com                  A2    freespecial
com                  A2    freespecial2
jumpheight           3
running              25 3 2 1 0
gfxshadow            1
atchain              1
shootnum             1
antigrab             4
mp                   100
mprate               1
icon                 data/chars/Billy3/Billy.png
load                 knife
animationscript      data/scripts/player.c
palette              none


anim	attack
	loop	0
	delay	9
	offset	17 71
	bbox	0 0 0 0
	custknife	knife
	throwframe	3 50
	sound	data/sounds/knife.wav
	frame	data/chars/Billy3/143.png
	offset	20 83
	frame	data/chars/Billy3/144.png
	offset	21 85
	frame	data/chars/Billy3/145.png
	offset	21 62
	frame	data/chars/Billy3/146.png
		
anim	attackdown
		
anim	attackup
		
anim	freespecial
	loop	0
	delay	8
	offset	43 71
	bbox	1 1 51 72
	move	0
	@cmd	incAtt "ANI_FREESPECIAL2" 150 0
	frame	data/chars/Billy3/40.png
	offset	42 73
	move	0
	delay	8
	frame	data/chars/Billy3/41.png
	attack6	35 1 40 36 5 0 1 0 0 0
	offset	45 72
	frame	data/chars/Billy3/42.png
	offset	46 71
	frame	data/chars/Billy3/43.png
	offset	45 74
	frame	data/chars/Billy3/44.png
	bbox	2 1 42 77
	offset	25 77
	frame	data/chars/Billy3/50.png
	bbox	2 1 39 75
	offset	18 73
	delay	8
	frame	data/chars/Billy3/1.png
		
anim	freespecial2
	loop	0
	delay	7
	offset	14 76
	bbox	1 3 37 77
	move	5
	sound	data/sounds/voice04.wav
	frame	data/chars/Billy3/57.png
	offset	14 80
	move	0
	frame	data/chars/Billy3/58.png
	offset	9 72
	frame	data/chars/Billy3/59.png
	bbox	1 3 57 76
	offset	20 74
	attack5	25 16 55 43 8 1 1 0 0 0
	frame	data/chars/Billy3/60.png
	bbox	3 5 49 80
	offset	18 73
	frame	data/chars/Billy3/61.png
	bbox	1 2 38 81
	offset	7 75
	frame	data/chars/Billy3/62.png
	bbox	2 2 48 76
	offset	23 75
	frame	data/chars/Billy3/63.png
		
anim	freespecial3
		
anim	grab
	loop	0
	delay	1
	offset	36 74
	bbox	28 12 20 60
		
anim	idle
	loop	1
	delay	9
	offset	18 73
	bbox	0 1 41 76
	frame	data/chars/Billy3/1.png
	offset	18 71
	frame	data/chars/Billy3/2.png
	offset	18 71
	frame	data/chars/Billy3/3.png
	offset	18 71
	frame	data/chars/Billy3/2.png
		
anim	jump
	loop	0
	delay	20
	offset	14 112
	bbox	1 3 33 99
	frame	data/chars/Billy3/17.png
	delay	10
	bbox	7 5 44 64
	offset	22 101
	frame	data/chars/Billy3/18.png
	delay	10
	bbox	1 2 62 56
	offset	34 101
	frame	data/chars/Billy3/19.png
		
anim	jumpattack
	loop	0
	delay	12
	offset	24 101
	bbox	7 -1 66 58
	frame	data/chars/Billy3/64.png
	attack5	38 4 57 41 15 1 1 0 3 7
	bbox	11 3 61 50
	offset	34 101
	delay	25
	frame	data/chars/Billy3/65.png
	bbox	4 3 65 54
	offset	24 101
	delay	12
	frame	data/chars/Billy3/64.png
		
anim	jumpforward
	loop	0
	delay	12
	offset	24 101
	bbox	5 2 68 55
	frame	data/chars/Billy3/64.png
	offset	34 101
	bbox	4 2 70 50
	attack5	37 3 58 42 15 1 1 0 3 7
	delay	25
	frame	data/chars/Billy3/65.png
	offset	24 101
	bbox	0 1 75 58
	delay	12
	frame	data/chars/Billy3/64.png
		
anim	jumpland
	loop	0
	delay	9
	offset	16 71
	bbox	1 3 38 66
	sound	data/sounds/land.wav
	offset	16 71
	frame	data/chars/Billy3/143.png
	bbox	1 3 50 55
	offset	18 52
	frame	data/chars/Billy3/16.png
		
anim	run
	loop	1
	delay	10
	offset	38 57
	bbox	3 5 73 59
	sound	data/sounds/run.wav
	frame	data/chars/Billy3/92.png
	bbox	3 4 49 66
	offset	15 57
	frame	data/chars/Billy3/93.png
	bbox	5 4 74 61
	offset	36 55
	frame	data/chars/Billy3/94.png
	bbox	2 4 67 62
	offset	38 55
	frame	data/chars/Billy3/95.png
	bbox	1 3 51 62
	offset	18 60
	frame	data/chars/Billy3/96.png
	bbox	2 4 74 63
	offset	36 56
	frame	data/chars/Billy3/97.png
		
anim	runattack
	loop	0
	delay	9
	offset	17 71
	bbox	0 0 0 0
	custknife	knife
	throwframe	3 50
	sound	data/sounds/knife.wav
	frame	data/chars/Billy3/143.png
	offset	20 83
	frame	data/chars/Billy3/144.png
	offset	21 85
	frame	data/chars/Billy3/145.png
	offset	21 62
	frame	data/chars/Billy3/146.png
		
anim	special
		
anim	throw
	loop	0
	delay	1
	offset	36 74
	bbox	28 12 20 60
		
anim	up
		
anim	walk
	bbox	5 3 29 73
	loop	1
	delay	8
	offset	18 72
	frame	data/chars/Billy3/7.png
	offset	18 73
	frame	data/chars/Billy3/8.png
	offset	18 73
	frame	data/chars/Billy3/9.png
	offset	18 75
	frame	data/chars/Billy3/10.png
	offset	18 76
	frame	data/chars/Billy3/11.png
	offset	17 76
	frame	data/chars/Billy3/12.png
		
anim	walkoff
	loop	0
	delay	1
	offset	20 76
	bbox	2 1 37 63
	frame	data/chars/Billy3/18.png
		
#|edited by openBor Stats v 0.67

Item:

Code:
name      knife
type      item
counter   4
subtype   weapon
speed     25
gfxshadow 1
weapnum   3
shootnum  1
nolife    1
candamage enemy player



anim	fall
	loop	0
	delay	10
	offset	10 3
	bbox	0 0 0 0
	move	4
	sound	data/sounds/knife3.wav
	frame	data/chars/misc/knife/7.png
	offset	8 9
	frame	data/chars/misc/knife/8.png
	offset	3 11
	frame	data/chars/misc/knife/1.png
	offset	8 9
	frame	data/chars/misc/knife/2.png
	offset	11 4
	frame	data/chars/misc/knife/3.png
	offset	8 9
	frame	data/chars/misc/knife/4.png
	offset	3 10
	frame	data/chars/misc/knife/5.png
	offset	8 9
	frame	data/chars/misc/knife/6.png
		
anim	idle
	loop	1
	delay	5
	offset	10 3
	bbox	6 7 2 2
	attack2	0 0 15 15 30 1 0 1 0 0
	hitfx	data/sounds/blood.wav
	frame	data/chars/misc/knife/7.png
	offset	8 9
	frame	data/chars/misc/knife/8.png
	offset	3 11
	frame	data/chars/misc/knife/1.png
	offset	8 9
	frame	data/chars/misc/knife/2.png
	offset	11 4
	frame	data/chars/misc/knife/3.png
	offset	8 9
	frame	data/chars/misc/knife/4.png
	offset	3 10
	frame	data/chars/misc/knife/5.png
	offset	8 9
	frame	data/chars/misc/knife/6.png
		
#|edited by openBor Stats v 0.67

weaploss {flag} {weapnum}

    ~Determines how weapon could be lost when the character is wielding a weapon.
        {flag} 0 (default) = weapon is lost and dropped on any hit.
        {flag} 1 = weapon is lost only on knockdown hit.
        {flag} 2 = weapon is lost only on death.
        {flag} 3 = weapon is lost only when level ends or character is changed during continue. This depends on the level settings and whether players had weapons on start or not.
        {weapnum} is optional. If set on, the entity set weapon to {weapnum} (see weapnum {int})
    ~This setting can also be declared in weapon text. If you do so, the setting will override similar setting in character's text and it will only be used for that weapon.


86/5000
I made some changes to the txt file, I used weaploss, but the problem continues ... :'(

Player with weapon
Code:
name	sarawinter2
health	500		
mp 		100
speed	8
type	none	
grabdistance 30
modelflag 1 
shootnum  1
atchain 1
running	17	3	3	1	1
load	pistol

weapon
Code:
name	pistol
type	item
subtype 	weapon
weapnum	1
nolife    1
shootnum 20
typeshot 	1
counter	2
weaploss 0 1


Log:
Code:
Total Ram: 17160523776 Bytes
 Free Ram: 13542526976 Bytes
 Used Ram: 6742016 Bytes

debug:nativeWidth, nativeHeight, bpp, Hz  1920, 1080, 24, 60
OpenBoR v3.0 Build 6391, Compile Date: Apr  8 2020

Game Selected: ./Paks/My Mod.pak

FileCaching System Init......	Disabled
Initializing video............
Reading video settings from 'data/video.txt'.

Colordepth is depreciated. All modules are displayed with a 32bit color screen.

Initialized video.............	320x240 (Mode: 0)

Loading menu.txt.............	Done!
Loading fonts................	1 2 3 4 5 7 8 Done!
Timer init...................	Done!
Initialize Sound..............	
Loading sprites..............	Done!
Loading level order..........	
Command 'font' not understood in level order!
Done!
Loading model constants......	Done!
Loading script settings......	Done!
Loading scripts..............	Done!
Loading models...............

Loaded 32-bit background 'data/bgs/loading'
Cacheing 'Flash' from data/chars/misc/flash.txt
Cacheing 'QFlash' from data/chars/misc/qflash.txt
Cacheing 'gatao' from data/chars/gatao/gatao.txt
Cacheing 'palhaco' from data/chars/palhaco/palhaco.txt
Cacheing 'caioperozzo' from data/chars/caioperozzo/caioperozzo.txt
Cacheing 'sarawinter' from data/chars/sarawinter/sarawinter.txt
Cacheing 'sarawinter2' from data/chars/sarawinter/pistol/sarawinter2.txt
Cacheing 'energyball' from data/chars/palhaco/energyball.txt
Cacheing 'reigan' from data/chars/gatao/reigan.txt
Cacheing 'anaoraivoso' from data/chars/anaoraivoso/anaoraivoso.txt
Cacheing 'feramongalhoes' from data/chars/feramongalhoes/feramongalhoes.txt
Cacheing 'cartunistapupunha' from data/chars/cartunistapupunha/cartunistapupunha.txt
Cacheing 'moacironaobinario' from data/chars/moacironaobinario/moacir_BI.txt
Cacheing 'pistol' from data/chars/misc/pistol.txt

Loaded 'Flash' from data/chars/misc/flash.txt 
Loaded 'qflash' from data/chars/misc/qflash.txt 
Loaded 'Gatao' from data/chars/gatao/gatao.txt 
Loaded 'Palhaco' from data/chars/palhaco/palhaco.txt 
Loaded 'Caio_Per.' from data/chars/caioperozzo/caioperozzo.txt 
Command 'souns' not understood in file 'data/chars/caioperozzo/caioperozzo.txt'!
Command 'vlast' not understood in file 'data/chars/caioperozzo/caioperozzo.txt'!
Loaded 'Sara_Winter' from data/chars/sarawinter/sarawinter.txt 
Loaded 'sarawinter2' from data/chars/sarawinter/pistol/sarawinter2.txt 
Loaded 'pistol' from data/chars/misc/pistol.txt 
Loaded 'energyball' from data/chars/palhaco/energyball.txt 
Loaded 'reigan' from data/chars/gatao/reigan.txt 

Loading models...............	Done!
Object engine init...........	Done!
Input init...................	No Joystick(s) Found!
Done!
Create blending tables.......	Done!
Save settings so far........	Done!


Loaded 32-bit background 'data/bgs/logo'

Can't play music file 'data/music/remix'
Loaded 32-bit background 'data/bgs/title'

Can't play music file 'data/music/remix'
Loaded 32-bit background 'data/bgs/titleb'

Can't play music file 'data/music/remix'
Loaded 32-bit background 'data/bgs/select'

Can't play music file 'data/music/menu'

Can't play music file 'data/music/remix'
Level Loading:   'data/levels/stage1/stage1.txt'
Total Ram: 17160523776 Bytes
 Free Ram: 13480767488 Bytes
 Used Ram: 54951936 Bytes

Loaded 32-bit background 'data/bgs/loading2'
Loaded 'anaoraivoso' from data/chars/anaoraivoso/anaoraivoso.txt 
Loaded 'feramongalhoes' from data/chars/feramongalhoes/feramongalhoes.txt 

Level Loaded:    'data/levels/stage1/stage1.txt'
Total Ram: 17160523776 Bytes
 Free Ram: 13480607744 Bytes
 Used Ram: 55373824 Bytes
Total sprites mapped: 353


if at least in the log it showed which error was easier to solve ...
 
I did it !!! after I removed the animations that the player with a gun that were not filled in WORKED! Thank you all for your help !!! And sorry for being noob ;D ;D
 
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