Comments (11)
Code seems ok.. Can you post a video example?
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@whitedragon0000 do you have my Avengers game, right?]
Choose THOR, grab an enemy, input UP+ATTACK. He will throw the enemy upward.
Right after it, input DOWN, UP, ATTACK. He will execute an upper and the enemy will receive the damage, but no change in the hurt animation.
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ok, fixed!!
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Working on
from openbor.
Thanks
from openbor.
Well...
So, try to talk about the solution.
This bug exists because when damage on landing is set, the enemy doesn't change animation. Why? Because there is a return 1 before the fall animation change in common_takedamage() function.
I'm thinking...
I can add an entity prop to store latest attack_type example attack_normal or attack_normal9 etc...
Then I can delete that "return 1" and set the attack_type when the enemy lands....
What do you think about this?
In fact when damage on landing is set the attack_type is force set to atk_land.
Tell me what you think 😀
I can instance adding to entity a s_collision_attack as last_atk (more memory) for any change in the future or just an int last_atk_type to store just the last atk_type....
Tell me ;)
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We need to look deeper into this or find another solution. Using ATK_LAND is intended behavior. Do not change it.
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I agree with DC. ATK_LAND is very useful. If to fix this issue (which is a minor issue) we will break other more useful stuff, so let it as is.
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Ok perfect.
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Dol issue is pretty fixed!
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Indeed, thanks!
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