Solved Can't attack newly created Enemy.

Question that is answered or resolved.

Ravix001

New member
So I just created my first Enemy Ai, and when I tried to attack him using my regular ground and air attacks, it just goes through and doesn't register the hit. But when I use my special attack, then the attack lands. My projecties on my characters also go through the new Enemy. I have the bbox all set up so it should just work. Am I missing a step?

My regualr attacks and projectiles work on the vanilla enemy characters that came with OpenBor.
 
Solution
You have a negative value on the fourth parameter (vertical size). That is very likely your issue. I suggest you adjust it, and make use of the engine's built in real time collision viewer:

Hi Ravix001 and welcome to the forum.
Can you send please your enemy. txt? Maybe your enemy has a defense against some attack but I can't say what's wrong without seeing how you set your enemy 😊.
 
This is what I have so far.

name PantheonGuardian
health 30
speed 5
type enemy
shadow 4

icon data/chars/PantheonGuardian/icon.gif









anim attack1
range 10 60
bbox 77 97 34 -42
loop 0
offset 87 95
delay 6
frame data/chars/PantheonGuardian/Attack00.gif
frame data/chars/PantheonGuardian/Attack01.gif
attack 100 60 30 20 10 0 1 0 0 0
frame data/chars/PantheonGuardian/Attack02.gif
frame data/chars/PantheonGuardian/Attack03.gif
frame data/chars/PantheonGuardian/Attack04.gif
frame data/chars/PantheonGuardian/Attack02.gif
frame data/chars/PantheonGuardian/Attack03.gif
frame data/chars/PantheonGuardian/Attack04.gif

anim fall
bbox 77 97 34 -42
loop 0
offset 87 95
delay 10
frame data/chars/PantheonGuardian/Pain00.gif

anim idle
bbox 77 97 34 -42
loop 1
offset 87 95
delay 6
frame data/chars/PantheonGuardian/Idle00.gif
frame data/chars/PantheonGuardian/Idle01.gif
frame data/chars/PantheonGuardian/Idle02.gif

anim pain
bbox 77 97 34 -42
loop 0
offset 87 95
delay 15
frame data/chars/PantheonGuardian/Pain00.gif

anim rise
bbox 77 97 34 -42
loop 0
offset 87 95
delay 5
frame data/chars/PantheonGuardian/Pain00.gif

anim walk
bbox 77 97 34 -42
loop 1
offset 87 95
delay 10
frame data/chars/PantheonGuardian/Walk00.gif
frame data/chars/PantheonGuardian/Walk01.gif
frame data/chars/PantheonGuardian/Walk02.gif
frame data/chars/PantheonGuardian/Walk03.gif
frame data/chars/PantheonGuardian/Walk04.gif
frame data/chars/PantheonGuardian/Walk05.gif

#|edited by openBor Stats v 0.67
 
You have a negative value on the fourth parameter (vertical size). That is very likely your issue. I suggest you adjust it, and make use of the engine's built in real time collision viewer:

 
Solution
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