Mechadon
Senior Member

Posts: 1996
Registered: 12-06 |
I decided to come back to this problem today and see if the A_Die codepointer would work. Turns out it doesn't :P. I've tried a combination of different things, including A_Die and the TOUCHY flag, but to no avail.
Any other ideas guys? Is there any way to trick the engine into removing the MF_SKULLFLY from the object?
Right now I'm looking at the timer-to-death idea. It is the only method so far that actually removes the projectile (dart in this case) and plays the death animation after the tics run through. It looks kind of weird and would look even weirder with an animating projectile. Although at the current moment in time, I don't actually have a clear idea of what my new projectile will be, so I'm trying to think of a design where having it stuck on a wall won't look so stupid.
I do have one idea I'm going to try, but I don't know if it will work. And if is does work, I don't know if there would be any repercussions. Basically it involves making a replica projectile object using another thing slot. When the first projectile (replaced Lost Soul) is called, it would then immediately switch over to the new thing slot via using new frames. So the replaced Lost Soul projectile would just serve to fire the frame via the PE spawn codepointer, and then switch over as soon as possible to the new thing slot. Hopefully this would remove the MF_SKULLFLY flag in the process, but I do not if it will work at all or if will cause more serious problems. Seems like this is a really long shot anyways, so I'm not holding my breath :P
*edit*
Nope, my silly double-thing idea didn't work either. Oh well!
Last edited by Mechadon on 01-12-13 at 08:10
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