@Die_In_FireEdit: This is the glitch. Surely is related to fastattack command
fastattack 1 command, I posted the code below in case you want to give it a try.void main()
{//Script to avoid "multihits" glitch, same as the original SOR2 (NOT USED FOR NOW...)
//WORKS FOR ATTACKER ONLY
if(!getlocalvar("which")){
void self = getlocalvar("self");
void other = getlocalvar("other");
void atkType = getlocalvar("attacktype");
int atkId = getentityproperty(self, "attackid");
//AVOID SOME ATTACK TYPES
if( atkType != openborconstant("ATK_LAND") &&
atkType != openborconstant("ATK_LIFESPAN") &&
atkType != openborconstant("ATK_PIT") &&
atkType != openborconstant("ATK_TIMEOVER") ){
//THE CURRENT ATTACKBOX ID IS SAME AS THE PREVIOUS USED ONE?? DISABLE THE ENGINE HIT HANDLING
if(atkId == getentityvar(self, "atkId"+other)){changeopenborvariant("lasthitc", 0);}
//SAVE THE "LAST ATTACKBOX ID" + "CURRENT PLAYER" + "DAMAGED ENTITY"
setentityvar(self, "atkId"+other, atkId);
}
}
}
ondoattackscript data/scripts/multihits.c
I have a doubt, can this script be used for all types, for example: projectiles or throwing weapons.@Die_In_Fire
Long time ago I developed a script to prevent the multihit glitch in some sittuations without removing thefastattack 1command, I posted the code below in case you want to give it a try.
1. Create a file named "multihits.c" and place it at "data/scripts".
2. Copy/Paste the script below inside the file
C:void main() {//Script to avoid "multihits" glitch, same as the original SOR2 (NOT USED FOR NOW...) //WORKS FOR ATTACKER ONLY if(!getlocalvar("which")){ void self = getlocalvar("self"); void other = getlocalvar("other"); void atkType = getlocalvar("attacktype"); int atkId = getentityproperty(self, "attackid"); //AVOID SOME ATTACK TYPES if( atkType != openborconstant("ATK_LAND") && atkType != openborconstant("ATK_LIFESPAN") && atkType != openborconstant("ATK_PIT") && atkType != openborconstant("ATK_TIMEOVER") ){ //THE CURRENT ATTACKBOX ID IS SAME AS THE PREVIOUS USED ONE?? DISABLE THE ENGINE HIT HANDLING if(atkId == getentityvar(self, "atkId"+other)){changeopenborvariant("lasthitc", 0);} //SAVE THE "LAST ATTACKBOX ID" + "CURRENT PLAYER" + "DAMAGED ENTITY" setentityvar(self, "atkId"+other, atkId); } } }
3. Call the ondoattack script event at the character header, like the example below.
Code:ondoattackscript data/scripts/multihits.c
4. Test the game. I already applied and tested in your game and it works fine, recorded a video to show.
Yes, it can be used for everything that does an attack. This code is similar to the engine multihit fix I added some time ago, but after the new v4.0 is launched this script will not be necessary anymore, I made this code for the 6330/6391.I have a doubt, can this script be used for all types, for example: projectiles or throwing weapons.
This is a small engine glitch that can happen when you use the@Kratus
why this multihits glitch can happen?
fastattack 1.Can happens if two enemies are hitting a certain player too.I'm assuming this only happens when playing with 2 players?
this means using the multi-hits script is highly recommended since it something like a patch?This is a small engine glitch that can happen when you use thefastattack 1.
Can happens if two enemies are hitting a certain player too.
It depends on how the attacks are built in your game (with fastattack or not), or maybe if you want to use this multhit as a part of your game.this means using the multi-hits script is highly recommended since it something like a patch?
Animation on stage you mean like decoration stuff? Like I did with the sakura blossom.I enjoyed the demo, the ride, well made
I rarely play kunio kun games so I don't know much the details
If you can upgrade the color 16 bit style and add a bit animation on stage, visuals will definitely be more beautiful
Thank you daiI did a playthrough. Really fun game
No problem buddyThank you dai![]()
-specially I need somebody to help me correct the scripted grabup
anim grabup
delay 1
attackone 0
offset 43 75
@cmd slamstart
@cmd position 7 14 13 -1 -1
frame data/chars/kunio/58.gif
delay 7
@cmd position 2 -23 13 -1 1
frame data/chars/kunio/131.gif
attack4 45 41 40 22 5 1
@cmd keymove 0.7 0.3
@cmd position 2 -23 13 1 -1
frame data/chars/kunio/132.gif
@cmd keymove 0.7 0.3
@cmd position 2 -13 3 1 -1
frame data/chars/kunio/133.gif
@cmd position 2 13 6 1 1
frame data/chars/kunio/134.gif
attack4 45 41 40 22 5 1
@cmd keymove 0.7 0.3
@cmd position 2 23 18 -1 1
frame data/chars/kunio/135.gif
attack 0
@cmd keymove 0.7 0.3
@cmd position 2 13 11 -1 1
frame data/chars/kunio/136.gif #
delay 5
attack4 1 42 41 24 6 1
@cmd position 2 -23 13 -1 1
frame data/chars/kunio/131.gif
attack4 45 41 40 22 5 1
@cmd keymove 0.7 0.3
@cmd position 2 -23 13 1 -1
frame data/chars/kunio/132.gif
@cmd keymove 0.7 0.3
@cmd position 2 -13 3 1 -1
frame data/chars/kunio/133.gif
@cmd position 2 13 6 1 1
frame data/chars/kunio/134.gif
attack4 45 41 40 22 5 1
@cmd keymove 0.7 0.3
@cmd position 2 23 18 -1 1
frame data/chars/kunio/135.gif
attack 0
@cmd keymove 0.7 0.3
@cmd position 2 13 11 -1 1
frame data/chars/kunio/136.gif #
attack4 1 42 41 24 6 1
@cmd position 2 -23 13 -1 1
frame data/chars/kunio/131.gif
attack4 45 41 40 22 5 1
@cmd keymove 0.7 0.3
@cmd position 2 -23 13 1 -1
frame data/chars/kunio/132.gif
@cmd keymove 0.7 0.3
@cmd position 2 -13 3 1 -1
frame data/chars/kunio/133.gif
@cmd position 2 13 6 1 1
frame data/chars/kunio/134.gif
attack4 45 41 40 22 5 1
@cmd keymove 0.7 0.3
@cmd position 2 23 18 -1 1
frame data/chars/kunio/135.gif
attack 0
@cmd keymove 0.7 0.3
@cmd position 2 13 11 -1 1
frame data/chars/kunio/136.gif #
attack4 1 42 41 24 6 1
@cmd position 2 -23 13 -1 1
frame data/chars/kunio/131.gif
attack4 45 41 40 22 5 1
@cmd keymove 0.7 0.3
@cmd position 2 -23 13 1 -1
frame data/chars/kunio/132.gif
@cmd keymove 0.7 0.3
@cmd position 2 -13 3 1 -1
frame data/chars/kunio/133.gif
@cmd position 2 13 6 1 1
frame data/chars/kunio/134.gif
attack4 45 41 40 22 5 1
@cmd keymove 0.7 0.3
@cmd position 2 23 18 -1 1
frame data/chars/kunio/135.gif
attack 0
@cmd keymove 0.7 0.3
@cmd position 2 13 11 -1 1
frame data/chars/kunio/136.gif #
delay 1
@cmd stop
@cmd antiwall 25 -13 1
@cmd position 0 23 18 -1 -1
frame data/chars/kunio/135.gif
delay 15
@cmd depost 0
@cmd antiwall 25 -12 1
# @cmd throw 40 5 -5 1 0 0 cae al lado
# @cmd throw 40 20 -5 1 0 0 divertido efecto
@cmd throw 10 -15 -5 1 0 0
frame data/chars/kunio/136.gif
@cmd clearL
delay 7
frame data/chars/kunio/136.gif
-I dont know how to make the lockers on the locker room, to hide the characters. I made walls but probably better to spawn a different entity as platform?