damageentity bug?

O Ilusionista

Captain 100K
I have this line to make the enemies enter on a scripted slam:

damageentity(target, self, 0, 1, openborconstant("ATK_NORMAL7"));

but, at some point, I want to make the target revert to a normal pain state, so I can beat him (since the FALL7 has no bbox). Think like Scorpion' spear, but in the end, the player will execute an auto combo.

Since I don't want to knock him down, I set drop to 0:
damageentity(target, self, 0, 0, openborconstant("ATK_NORMAL"));
But, dunno why, the target automatically goes to the fall anim, right on the ground.

damageentity(entity, other, force, drop, type)

~Damage the entity.
~'entity' is the entity you want to damage.
~'other' who damage this entity, can be itself, if you specify a player's entity, score will be added. Default to the entity itself.
~'force' is the attack force. default to 1.
~'drop' is whether the attack knocks down the entity.
~'type' attack type, e.g., a shock attack or attack1-10, see openborconstant, the constants starts with 'ATK_'

What is wrong here?
 
I think I got it:
I changed the {drop} value at the slamstart and its works.
So, if I if the first attack knocks the enemy, all the subsequent attacks will drop, no matter what.
 
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