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My SOC edit keeps making SRB2 crash

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FuriousFox

AKA FuriousFox
Retired Staff
2007 Contest Winner 2006 Contest Winner
Code:
Thing 245
MAPTHINGNUM = 8000
SPAWNSTATE = 1352
SPAWNHEALTH = 8
SEESTATE = 1352
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 137
PAINSTATE = 103
PAINCHANCE = 71
PAINSOUND = 12
MELEESTATE = 99
MISSILESTATE = 97
DEATHSTATE = 115
DEATHSOUND = 28
XDEATHSTATE = 129
SPEED = 8
RADIUS = 1572864
HEIGHT = 3145728
MASS = 0
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 101
FLAGS = 17029

FRAME 1352
SPRITENUMBER = 191
SPRITESUBNUMBER = 1
DURATION = 70
NEXT = 1353
ACTION None

FRAME 1353
SPRITENUMBER = 191
SPRITESUBNUMBER = 1
DURATION = 70
NEXT = 1352
ACTION None
I'm using SSNTails' SOC editing program to make this. Can anyone tell me why it keeps crashing?

In case this is a bug in SRB2 and not with my SOC, the EIP of the crash is EIP=004319d4 if the SOC file is loaded in-game, and EIP=00431876 if loaded from the laucher / command prompt.
 
Yes, it currently adds 1 to whatever "next" you tell it for no reason, so if you want it to work RIGHT NOW, if only for testing purposes, and you don't mind adding 1 to all the "next" states when the patch is released...
 
Nevermind, I figured out why it was crashing. I had SPRITESUBNUMBER = 1, but it should have been 0. I keep forgetting the SRB2 starts its counting with 0 instead of 1.

EDIT: Okay, another question. After I hit the enemy once I can't hit him again. I made the Painstate frame have A_Pain as the action and the spawnstate as the next frame, is there something I'm doing wrong?
 
FuriousFox said:
EDIT: Okay, another question. After I hit the enemy once I can't hit him again. I made the Painstate frame have A_Pain as the action and the spawnstate as the next frame, is there something I'm doing wrong?
Does it simply disappear after you hit it once? If so, that would be because only the Crawla Commander can have multiple HP (It is hardcoded as such) and only my modified exe can have all enemys with multiple hits. Mwahahaha. And all.
The only way around it is to make the enemy a 'boss' by marking its MF_BOSS flag instead of MF_ENEMY. Which may cause problems if you have a real boss in the same level, because it'll wait for them all to be dead before exiting the level or raising the egg capsule.
Otherwise, I don't know what else. Maybe the Eggmobile has a special thing in it's thinker and you need to use A_Invincibilize and A_DeInvincibilize?
Or maybe custom bosses and enemys with multiple hits are actually impossible altogether without using the new version of srb2JTE which I have yet to release AND THAT SUCKS ARSE AND NEEDS TO BE FIXED?!?!/!1?!!?!
 
Can't you just use "flags", or was that removed from SOCs?
 
Jason the Echidna said:
make the enemy a 'boss' by marking its MF_BOSS flag instead of MF_ENEMY
If it could not be done in SOCs, would I have suggested it?
 
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