Solved Enemies change behavior, depending on the build

Question that is answered or resolved.

dantedevil

Well-known member
I've been working a lot in mid lately and have made great strides. Much of this is due to the good performance of the OpenBoR v3.0 Build 7123 by @Kratus , which has not caused me problems, I have not had any bugs so far.

But this time something extremely strange has happened to me, with the behavior of two enemies in particular.
These two enemies are special, since they stay in the air all the time. The problem with these enemies is that in Build 7123 they seem not to detect the player or that he was out of range, since they do not execute the attacks.
To make it clearer what happens, I am going to share a video where I show you the behavior of the enemies and the previous builds versions and the behavior they have now in Build 7123.


As you can see, in the OpenBoR v3.0 Build 7123 the enemies never attack the player.
I honestly do not understand why ...

I am attaching the 2 enemies so you can see them.

Maybe @Kratus can have some idea what is going on :(
 

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Solution
If I'm not wrong, since from the build 6391 you will need to configure the "rangeb" in the attack animations for flying characters.
Currently I'm using this in Jet characters, like this:

Code:
anim attack1 #GRAB/LONG RANGE CHARGE
    range 0 400
    rangea -999 999
    rangeb -999 999
    followanim 1
    followcond 4
    fastattack 1
    jugglecost 0
    forcedirection 0
    otg 1
    landframe 2
    loop    1 0 2
    delay    4
    offset    158 181
    bbox     145 109 24 74
    @cmd hitfx "None.wav"
    @cmd leaper 0 -3 0
    frame    data/chars/bosses/jet/a100.gif
    frame    data/chars/bosses/jet/a101.gif
    attack 145 109 40 74 0 0 1 1 0 12
    dropv 0 1 0
    frame    data/chars/bosses/jet/a100.gif
    @cmd aniChange 2...
If I'm not wrong, since from the build 6391 you will need to configure the "rangeb" in the attack animations for flying characters.
Currently I'm using this in Jet characters, like this:

Code:
anim attack1 #GRAB/LONG RANGE CHARGE
    range 0 400
    rangea -999 999
    rangeb -999 999
    followanim 1
    followcond 4
    fastattack 1
    jugglecost 0
    forcedirection 0
    otg 1
    landframe 2
    loop    1 0 2
    delay    4
    offset    158 181
    bbox     145 109 24 74
    @cmd hitfx "None.wav"
    @cmd leaper 0 -3 0
    frame    data/chars/bosses/jet/a100.gif
    frame    data/chars/bosses/jet/a101.gif
    attack 145 109 40 74 0 0 1 1 0 12
    dropv 0 1 0
    frame    data/chars/bosses/jet/a100.gif
    @cmd aniChange 2 "ANI_FOLLOW2"
    frame    data/chars/bosses/jet/a101.gif

Here's a description from the manual:
rangeb {min} {max}
~This command works similar with 'range' (see above) except that it works in y axis and detects opponent's base instead.
~Unlike 'rangea', it only detects base instead of altitude. Opponent's altitude will be ignored.
~Default values for {min} and {max} are -1000 and 1000 respectively.
~If this command is declared together with other range commands above, opponent's location must be within ALL of them before attack animation is performed.
 
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