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ChicagoTrash

End a level with a series of images?

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21 hours ago, Kappes Buur said:

 

For BOOM you could use the ANIMATED lump.

 

For GZDOOM you could use either the ANIMATED or the ANIMDEFS lump and some ACS scripting.

 

Example PWAD on MediaFire

 

 

Thanks.

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On 9/2/2019 at 7:13 AM, Kappes Buur said:

 

Download a file from Mediafire in a new window.

Then, after the file is downloaded, simply close that window, and presto, no spam.

 

Solved,thanks a lot

 

Edited by lovlxshed : thanks

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On 9/2/2019 at 7:13 AM, Kappes Buur said:

 

For BOOM you could use the ANIMATED lump.

 

For GZDOOM you could use either the ANIMATED or the ANIMDEFS lump and some ACS scripting.

 

Example PWAD on MediaFire

 

 

Solved,thanks

捕获.PNG

Edited by lovlxshed : have reached the maximum post number,so i can only reply you in this way now

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11 hours ago, Doomkid said:

Please don't use mediafire, AKA spamfire

 

https://doomshack.org/upload.php

 

Download a file from Mediafire in a new window.

Then, after the file is downloaded, simply close that window, and presto, no spam.

 

@lovlxshed

@ChicagoTrash

 

It's just as well that the file did not download, because on second thought it did not meet the criteria.

Instead of ANIMDEFS, which runs the image sequence out of sync, I should have used SetLineTexture, which gives more control over what's happening.

 

Load your images between TX_ markers

 

Hk2gGU6.png

 

Then make a script, such as

#include "zcommon.acs"

int line1 = 101;
int time  =   2;

script 1 (void)
{
   SetLineTexture(line1, SIDE_FRONT, TEXTURE_MIDDLE, "Jump001");
   delay ( time);
   :
   :
   :
   SetLineTexture(line1, SIDE_FRONT, TEXTURE_MIDDLE, "Jump450");
   delay ( time);
   SetLineTexture(line1, SIDE_FRONT, TEXTURE_MIDDLE, "Jump451");

   delay ( 35*2);
   Exit_Normal ( 0);

}

 

My animation has 451 images, with the last one having a goodbye message and then the script ends the game.

 

 

 

 

 

Edited by Kappes Buur

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