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MowEmDown

"Sprite mlsi frame a is missing rotations"

Question

I tried making a rocket for my rocket launcher but this pops up when i load it 

 

Execution could not continue.

R_InstallSprite: Sprite MLSI frame A is missing rotations

Fix pls?

 

Da code:

ACTOR: EpicMissile: Actor 20002 {

          +RANDOMIZE

     

           Decal "Scorch"

           Projectile

 

           Radius 20

           Height 9

           Speed 29

           Damage 23

           

           DeathSound "weapon/impactrocketold"

       

           States  {

                  Spawn:

                  MLSI A 4 Bright

                  MLSI B 4 Bright

                  Loop

   

                  Death:

                  LIMS BCD 4 Bright

                  Stop

Edited by MowEmDown

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3 answers to this question

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  • 1

It's probably more due to the sprite itself than the related code.

 

Is the sprite named MLSIA0 or MLSIA1? If it's MLSIA1, it also needs MLSIA2A8, MLSIA3A7, MLSIA4A6 and MLSIA5.

 

What this means is, sprites either have "no rotations", so it faces you the whole time, or it has 8 different directions. Ones that have "A2A8" at the end (for example) will just mirror the frame, so in reality you only need a total of 5 unique frames.

 

A1 - A8 basically means "Angle 1" through "Angle 8".

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8 hours ago, Doomkid said:

It's probably more due to the sprite itself than the related code.

 

Is the sprite named MLSIA0 or MLSIA1? If it's MLSIA1, it also needs MLSIA2A8, MLSIA3A7, MLSIA4A6 and MLSIA5.

 

What this means is, sprites either have "no rotations", so it faces you the whole time, or it has 8 different directions. Ones that have "A2A8" at the end (for example) will just mirror the frame, so in reality you only need a total of 5 unique frames.

 

A1 - A8 basically means "Angle 1" through "Angle 8".

Its named MLSIA1

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  • 1
8 hours ago, Doomkid said:

It's probably more due to the sprite itself than the related code.

 

Is the sprite named MLSIA0 or MLSIA1? If it's MLSIA1, it also needs MLSIA2A8, MLSIA3A7, MLSIA4A6 and MLSIA5.

 

What this means is, sprites either have "no rotations", so it faces you the whole time, or it has 8 different directions. Ones that have "A2A8" at the end (for example) will just mirror the frame, so in reality you only need a total of 5 unique frames.

 

A1 - A8 basically means "Angle 1" through "Angle 8".

It worked, thank you!

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