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Zeg-Vok

Decorate Smoke Trails

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How does one make a generic Smoke Trail via Decorate, and would someone be able to add the Dark Bishop from HeXen's movement trail to other things?

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Heres what the rocket in circus666.wad looks like. The 'states' section is where you tell the missile to have a smoke trail, thats what the 'A_CustomMissile("RevTrail", 0, 0, 0, 1) ' means. Below that is a smaller actor which is the actual smoke trail. That actor is created for everytime you see that A_CustomMissile statement. Sorry it looks like shit, I can't copy spaces or tabs it seems.

actor RevRocket
{
Radius 8
Height 6
Speed 12
Damage 2
Scale .55
+SEEKERMISSILE
PROJECTILE
SeeSound "REVRCK"
DeathSound "explode"
ExplosionRadius 96
ExplosionDamage 12
States
{
Spawn:
RRCK A 1 A_SeekerMissile (30,40)
RRCK A 1 A_CustomMissile("RevTrail",0, 0, 0)
RRCK A 1 A_PlaySound("HISS")
RRCK A 1 A_CustomMissile("RevTrail", 0, 0, 0, 1)
RRCK A 1 A_CustomMissile("RevTrail", 0, 0, 0, 1)
RRCK A 1 A_CustomMissile("RevTrail", 0, 0, 0, 1)
RRCK A 1 A_CustomMissile("RevTrail", 0, 0, 0, 1)
RRCK A 1 A_CustomMissile("RevTrail", 0, 0, 0, 1)
RRCK A 1 A_CustomMissile("RevTrail", 0, 0, 0, 1)
RRCK A 1 A_CustomMissile("RevTrail", 0, 0, 0, 1)
RRCK A 1 A_CustomMissile("RevTrail", 0, 0, 0, 1)
RRCK A 1 A_CustomMissile("RevTrail", 0, 0, 0, 1)
Loop
Death:
MISL ABC 4 Bright A_Explode
Stop
}
}

actor RevTrail
{
PROJECTILE
RENDERSTYLE ADD
+NOCLIP
Scale .5
ALPHA 0.4
States
{
Spawn:
RTRL AABBCCDDEE 2 Bright
Stop
}
}

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Thanks, Im not that coding Literate. Also, anyone know how you use the DarkBishop's Move effect on other things? Anyone?

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I don´t think it´s possible right now!
Don´t ask me for the reason though... someone with more knowledge of the sourcecode propably knows.

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Zeg-Vok said:

Thanks, Im not that coding Literate. Also, anyone know how you use the DarkBishop's Move effect on other things? Anyone?



It uses very specific code that cannot be exported to DECORATE without major alterations.

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