Hey Raffie.....
I know exactly what yr sayin.....I cant tell you how many hours I spent trying to figure out why that happens and Pyro also had an ambitous look at it but Im almost positive its some kind of limit imposed on the amount of sprites the game can load....a threshold of some kind......maybe....
Using swimsuit as an example if the blue circle fails to appear around the worm affter activation then the scheme is "overloaded" and replacing a few "used from library" weps (that also rely on spritebuilder for aiming animations) with traditional weps.......or.......weps that do not rely on spritebuilder for aiming rendering, fixes the issue. It never seems to be problematic with weps that only have custom bullet animations but having many weps present with custom aiming is where things get messy. This is why I couldnt showcase all the weps in one scheme file.
I understand totally the satisfaction of having a scheme injected with all yr favourite stuff but it just never seems to go 100 percent as planned.....I guarantee though if you apply the above rule to your schemes they will become stable and the utilities will work as intended. When I had a look at that cool HL of yours I replaced Super Gravedigger with Bazooka and everything worked good...at least in a lan envionment.
I hope this helps friend......
(Thanks Rafa......wpanel + fireangle I love)
