Player T Posted October 23, 2021 Alright then, but the last thing I need to figure out is how would I keep sprites in one frame for a certain amount of time or completely frozen? 0 Share this post Link to post
Rifleman Posted October 24, 2021 (edited) What I did once was this, it's a part of a longer script, so I just took out the part important for you.. It starts with actor(tag 4) dormant: Thing_Activate(4); <--- at this point the actor is activated SetActorState(4, "Missile"); <--- at the same time the actor switches to this state SetActorAngle(4, 0.75); <--- and turns to this angle Delay(95); <--- this is a delay of about 2.5 seconds where the actor does something Thing_Deactivate(4); <--- after that the actor is deactivated again, freezing in whatever position it was EDIT: a video of the scene I used the above for, so you can see it... Edited October 25, 2021 by Rifleman 1 Share this post Link to post
Player T Posted October 26, 2021 Oaky, I played around with it for a little bit, and I was able to get it working, but I couldn't figure out how to keep the actor on one specific sprite. I'm trying to get the Marine to aim his gun and nothing else. when I tested the map he would shoot and walk around for a second before deactivating. Here are some screenshots 0 Share this post Link to post
Rifleman Posted October 26, 2021 That's because you kept the 95 tics delay from my example for some reason. So, if the Missile state starts with the desired sprite, just deactivate it right there. And if not, then I guess you could just have the delay just long enough to stop it at a later sprite. Alternatively, you could add a new state to the actor, with the sprites you like. Check the links I posted earlier about actor control, you can do a lot of stuff with those - like stop the actor or turn it in the direction you want... 1 Share this post Link to post
Player T Posted October 26, 2021 (edited) Thank you, I got it to work by giving changing the tick number to anything below 9. And FINALLY, we are done! I've learned how to do Doom animation, so I guess I should tell you what I've been working on. You'll have to give me a little bit of time so I can write a document for you. But other than that, thank you. EDIT: Do you care about Spoilers? If you do, I won't include any spoilers in the document. 0 Share this post Link to post
Rifleman Posted October 27, 2021 You can even omit the delay completely, since the frame you want is first in the state. And what a journey it was, glad I could help you learn it. From now on it's about practice and experimentation :) I don't mind spoilers, so if you wanna show what you've made, go ahead. 0 Share this post Link to post
Player T Posted October 27, 2021 (edited) Here you go, I cobbled this together in a few hours, so I have to ask you to forgive any mistakes in spelling. https://docs.google.com/document/d/1kMZNwfNdN4oWvvOyQecO9WWlFYS3_3dMHbg7UshZWgA/edit?usp=sharing I had to leave out a lot of information as I simply didn't have the time nor energy to write a full document for people to see. Thank you though. 0 Share this post Link to post
Rifleman Posted October 28, 2021 Looks ambitious. Good luck with the production! :) 0 Share this post Link to post
Player T Posted October 28, 2021 (edited) Thank, you. We'll start off slow and go from there. 0 Share this post Link to post
Player T Posted November 11, 2021 Hey, update here, we're still working on episode one, but we've decided to choose quality over quantity for the voice acting. Since this animation isn't going to convince anyone. In the meantime, I've made this [https://www.youtube.com/watch?v=vXd3vk4E--g] 1 Share this post Link to post