[SOLVED] Blast vs knockdowncount bug

O Ilusionista

Captain 100K
EDIT: Bloodbane found the solution. It's not a bug with versus damage, but with "blast" against knockdown count. The solution is here: http://www.chronocrash.com/forum/index.php?topic=3482.msg48043#msg48043

Guys, I am having a strange bug on my game and I need to check if its a coding bug or an engine bug.
There is an issue which let one player hit the other.

See the video bellow  - right after Tiger Shark (enemy) hits Hulk (p2), Hulk can hit Red Hulk (p1) - and you can confirm by looking at the enemy life bar at top left. After Hulk knocksdown the enemy, everything returns to normal:

I've double checked everything:
- Versus damage is disabled
- Candamage of all characters are ok

Any clue of what could be happening? It's a so serious bug that If I can't fix it, I will cancel the project because it simply ruins everything.

I really would like to have some help here.
Thanks.
 
ahh, I wasn't aware of this (but I always changed the type using OpenBORstats, so dunno if it reduce the values). So it would use PAUSE as Z depth and since the pause is almost always small, the z depth turned into a small value too.

Thanks for the tip
 
For more info about this issue, Blast + projectilehit can brake even the normal GRAB (non-scripted) behaviour.

See this video after 1:52 - you will notice, at left, that one of the enemies hits the other (using projectilehit). Then when SW grabs the same enemy and tries to use her GRAFORWARD (which uses BLAST), she simply pass through him, lands behind him and gets stuck on a grab animation...grabing the thin air.
http://www.youtube.com/watch?v=i6TY1DxmQTg
 
O Ilusionista said:

Add that to the laundry list of reasons you should avoid Blast and use the newer commands. It's an archaic command only in place for backward comparability, and thus couldn't be updated even if we wanted to.

DC
 
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