What causes the stage not to end after the certain boss is defeated?

Bruce

Active member
Based on the manual,

boss {bi}

• Optional.
• If set to 0, nothing. If set to 1, the character is a boss. When a boss appears, the music will change to the boss music (if it was defined).
Killing all the boss characters in a level will kill all other enemies and also end the stage automatically (even if there are still unspawned
entities)


I even made this very simple stage to test with the filestream files with only 1 boss in the level and set it as boss 1.
I defeated the boss and the level did not end. tried and tried, but still the same results


levels.txt
Code:
noslowfx       1
hiscorebg     1
equalairpause 1
completebg  1

set    Testlevel
lives      3
credits    3
custfade   50
nosame     0
noshare    1
maxplayers 4
typemp     0
ifcomplete 0
Musicoverlap 1  

skipselect Dummy_P
#select data/select/select.txt

z    950 1060
file    data/levels/Testlevel.txt

end


TestLevel.txt
Code:
order    a b c
type         0
settime    0
notime        1
shadowcolor    1
direction    both
cameraoffset  0 256
noslow        1


# spawn1 {x} {z} {a}
spawn1  660 650 0  
spawn2  690 650 0  
spawn3  720 650 0  
spawn4  750 650 0  

light   190 -32


......
......

spawn   Satano_B 3
boss    1
health  2000
map 0
coords 1150 900
at 0

I am using 4.0+ build.
Can someone please explain what I am missing?
Thank you

Edited:
I just noticed that
the level ended when I switched the weapon after the boss is defeated:
Code:
void Switch_Weapon(int weaponNum)
{
    void self = getlocalvar("self");
    changeentityproperty(self, "weapon", weaponNum);
}

This doesn't make any sense. I shouldn't have to do anything to end the level after the boss is defeated!
 
Last edited:
Based on the manual,

boss {bi}

• Optional.
• If set to 0, nothing. If set to 1, the character is a boss. When a boss appears, the music will change to the boss music (if it was defined).
Killing all the boss characters in a level will kill all other enemies and also end the stage automatically (even if there are still unspawned
entities)


I even made this very simple stage to test with the filestream files with only 1 boss in the level and set it as boss 1.
I defeated the boss and the level did not end. tried and tried, but still the same results


levels.txt
Code:
noslowfx       1
hiscorebg     1
equalairpause 1
completebg  1

set    Testlevel
lives      3
credits    3
custfade   50
nosame     0
noshare    1
maxplayers 4
typemp     0
ifcomplete 0
Musicoverlap 1 

skipselect Dummy_P
#select data/select/select.txt

z    950 1060
file    data/levels/Testlevel.txt

end


TestLevel.txt
Code:
order    a b c
type         0
settime    0
notime        1
shadowcolor    1
direction    both
cameraoffset  0 256
noslow        1


# spawn1 {x} {z} {a}
spawn1  660 650 0 
spawn2  690 650 0 
spawn3  720 650 0 
spawn4  750 650 0 

light   190 -32


......
......

spawn   Satano_B 3
boss    1
health  2000
map 0
coords 1150 900
at 0

I am using 4.0+ build.
Can someone please explain what I am missing?
Thank you

Edited:
I just noticed that
the level ended when I switched the weapon after the boss is defeated:
Code:
void Switch_Weapon(int weaponNum)
{
    void self = getlocalvar("self");
    changeentityproperty(self, "weapon", weaponNum);
}

This doesn't make any sense. I shouldn't have to do anything to end the level after the boss is defeated!
The only way I remember that may stuck the "end level" event after the boss is defeated is an enemy spawn.

 
The only way I remember that may stuck the "end level" event after the boss is defeated is an enemy spawn.

I just removed everything and this is what I have in the level but still stuck:

Code:
music            data/music/GoW_Scorpion.ogg
bglayer            data/bgs/BrightSky.png     0.4 0 0 0   0 0 1 1    0 0   0 0 0 0 0
fglayer        data/bgs/SecretShire/SecretShire_Rear.png     -3000  0.23 0 0 0   0 0 1 1    1 0   0 0 0 0 0

panel            data/bgs/SecretShire/SecretShire_Main.png
#frontpanel        data/bgs/training/front.gif

maxtossspeed    1000
maxfallspeed    -400
gravity    -25

order    a b c
type         0
settime        0
notime        1
shadowcolor    1
direction    both
cameraoffset  0 256 
noslow        1

# spawn1 {x} {z} {a}
spawn1  660 650 0   
spawn2  690 650 0   
spawn3  720 650 0   
spawn4  750 650 0   



#==========================================================================
load FireWave2 3
load FlameTornado 3
load Leviathan_D 3
load RisingSkulls 3
load SecretShireWater 3
load Spawner4 3
#=========================================================================


spawn   Satano_B 3
boss    1
health  500
map 0
coords 1150 900
at 0

I picked the dummy char then load the new model and switch to this new model and change the char name with
Code:
    void player = getplayerproperty(P_Index, "entity"); 
    changeplayerproperty(P_Index,"name", charName);
    changeentityproperty(player, "model", charName, 1);
    changeentityproperty(player, "name", charName);

Maybe this causes the level to be stuck?
It still doesn't make sense because it doesn't matter who defeats the boss as long as the boss's health gets to 0 and dies, the level should end regardless.
 
Maybe this causes the level to be stuck?
Try to gradually remove the character/level/script codes to see when the issue starts. This way you can isolate the cause and develop a fix for it.
I change model/name properties in the SORX constantly but never had this kind of issue.
 
Try to gradually remove the character/level/script codes to see when the issue starts. This way you can isolate the cause and develop a fix for it.
I change model/name properties in the SORX constantly but never had this kind of issue.
If there is no other way, I'll have to do this to track it down, Thank you
 
Does Satano_B spawn anything before it dies?
he did have the fancy death animation in the anim death. He spawns this death animation at closer to the end of the anim death. I removed it and tested it again, same results.
I started to think this could be one of the 4.0 build bugs that something I have triggers it...
I haven't started removing stuff to track down the problems yet, but I don't I have any scripts that prevent the level to end.
I am going to create a very simple boss which doesn't have any scripts and also remove everything in the endlevel file, and will report back the results.
Thank you
 
I created a simple enemy model with no scripts and removed everything in the endlevel file and tested it.
Same results...
I was curious and removed the boss 1, level ended after this new enemy model is defeated...
I removed the boss 1 of Satano_B, the level ended.

For some reasons, it is functioning opposite of the manual says...
How weird... I remember when I was modifying the FF LNS Ultimate,
I did not have this problem before...
Maybe this is the bug in the latest build of 4.0 ????
 
Maybe this is the bug in the latest build of 4.0 ????
Friend, I've been using v4 for a long time and with a lot of scripts mainly related to bosses (like the double bosses script), it never happened to me before.
I suggest testing a basic BOR template using the v4 and gradually adding some elements from your game, and then check if the issue persists.
 
Friend, I've been using v4 for a long time and with a lot of scripts mainly related to bosses (like the double bosses script), it never happened to me before.
I suggest testing a basic BOR template using the v4 and gradually adding some elements from your game, and then check if the issue persists.
I followed your suggestion and downloaded the template from here:
OpenBor Template

and used build 4.0.exe

results:
anim victory was the one that is conflict with the boss 1 which causes the level not to end in build 4.0+.

I've never had problem with anim victory in any 3.0+ build.
I just even tried it with OpenBOR Build 6.3.9.1, no issue at all.

you can try it yourself,
thank you very much for the suggestion!
 
anim victory was the one that is conflict with the boss 1 which causes the level not to end in build 4.0+.
Hmm in this case specifically I believe it really has something to do with the engine.
For confirmation, please use the SORX executable in your game and see if the issue persists, there's an experimental fix I applied just for test purpose.
 
Hmm in this case specifically I believe it really has something to do with the engine.
For confirmation, please use the SORX executable in your game and see if the issue persists, there's an experimental fix I applied just for test purpose.
May I ask which builds are your Windows and Windows Classic?
I've tried the Windows version of your game and it is working fine.

I thought I had the latest version of 4.0 build.
Let me go to the 4.0 forum and download to make sure I have the latest version

updated:
huh, interesting... the 4.0 build exe I had, has the same date as the OpenBOR 4.0 4.0 Build 7735 that I just downloaded on the 4.0 forum.
for some reasons, this new exe is working fine!
I guess I had the old version of 4.0 build., but then why both have the same date on it???


updated:
oops, I jumped into the conclusion too soon for OpenBOR 4.0 4.0 Build 7735 results: it is actually happening the same thing like the one I have.

Your SORX exe is the only one that works.
 
Last edited:
your Windows and Windows Classic?
Both are using the same engine build, you can use any of them.

I've tried the Windows version of your game and it is working fine.
Then we found the culprit, there's an issue with the victory animation in the v4.

Let me go to the 4.0 forum and download to make sure I have the latest version
I suggest trying the 7735 or higher, maybe there's a fix for it already applied.
 
Both are using the same engine build, you can use any of them.


Then we found the culprit, there's an issue with the victory animation in the v4.


I suggest trying the 7735 or higher, maybe there's a fix for it already applied.
sorry for the late update to my previous post. 7735 build from 4.0 forum doesn't work. Your SORX exe is the only one that works, thank you so much for your help
 
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