Why knockdowncount does not work on script?

StrikerX

Member
Hello! Just a curiosity, I was testing scripts on level, each one looks work well...

Code:
spawn Ryu_Evil
@script
void main()
	{
	void self = getlocalvar("self");
	performattack(self, openborconstant("ANI_JUMP"));
     tossentity(self, 0, 3, 0);
  changeentityproperty(self, "maxmp", 1);
  changeentityproperty(self, "antigrab", 1);
  changeentityproperty(self, "aimove", 1);
changeentityproperty(self, "nodrop", 1);
  changeentityproperty(self, "subject_to_wall", 0);
  changeentityproperty(self, "setlayer", -999);
  changeentityproperty(getlocalvar("self"), "type", openborconstant("TYPE_NPC"));
  changeentityproperty(self, "candamage", "TYPE_PLAYER", "TYPE_NPC");
  changeentityproperty(self, "hostile",   "TYPE_NPC");
	}
@end_script
alias Evil_Ryu_Master
coords  500 351
at	0

Everythink is amazing! But,  I couldnt understand why we can not use knockdowncount?

Code:
spawn Ryu_Evil
@script
void main()
	{
	void self = getlocalvar("self");
  changeentityproperty(self, " knockdowncount", 1);
	}
@end_script
coords  500 351
map 5
alias Evil_Ryu_Novice
at	0

I test nodrop and works well...

It looks like be the same logic.

Also, "running" looks have the same particularity. We cant make unactive running (by this way of script) if aimove is chase!

All The best
 
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