I've been working on this for a couple of versions now, and I'm finding it increasingly baffling.
In the game I'm working on there are a variety of weapons fired from a cannon. One is a "cluster bomb", which is supposed to create multiple "bomblets" after it explodes, which then go on to do much the same thing as the original bomb. Both cb and bomblets are intended to stop movement and play the "explode" animation when they either "hit the ground" (reach a y coordinate of over 500 in the case of the bomb, or 510 in the case of the bomblets, to keep them from "exploding" on the moment of creation) or hit an enemy.
Simple enough; the bomb is a "pinball" object that starts with the direction of the cannon firing it; the three "bomblets" are also pinball objects, to jump into the air on creation in the directions up, up-right, and up-left (or slightly offset), based upon the "initial direction" parameters of their objects.
Small problem; some of my bomblets, upon hitting an "enemy" are "stopping"- that is, hanging in mid-air- but never running the explosion animation. As near as I can tell, there *are* no commands that should make them do this; every instance of "stop this object class moving" is accompanied by "and change animation to 'exploding'." I've even tried adding additional lines that say "is object type 'bomblet' not moving? Then it should run the explosion animation!"- to no apparent effect.
The "explosion" animation, I should note, is *not* the "disappearing" sequence; the bombs are supposed to be capable of doing damage while they're blowing up, so they "explode" and *then* disappear.