ukiro Posted March 6 Not sure this solves your issue but I have animated switches in OTEX where only the active state is animating. 0 Share this post Link to post
SuperGiantNinjaYeti Posted March 6 Is it for GZDoom? If so, I suppose you could use SetLineTexture in a script to replicate the animation instead of defining it as an animated texture. I'm not sure about the specifics, though. It's been a while since I've tried anything ZDoom related. 0 Share this post Link to post
redEYE Posted March 6 On 3/5/2024 at 7:13 PM, Snor1ax_ said: ... but it seems ANIMDEFS only works with included-DOOM textures, and trying to include a line with the last few imported frames, with say, a tickrate of 9999999 doesn't work ANIMDEFS lets you to redefine each frame but it goes in a dufferent way. For example FWATER4: flat FWATER4 pic FWATER1 tics 4 pic FWATER2 tics 4 pic FWATER3 tics 4 pic FWATER4 tics 9999999 FWATER4 here because Doom2 map01 uses FWATER4 :) And that redefines only FWATER4. The rest FWATER1-3 still retain their original animation speeds. The original animation cycle takes only 4 * 4 = 16 tics which is less than half a second. If you set the last frame to spend 999999 tics (= around 8 hours) the animation in over in half a second and everyone will get bored and go away. The ACS script what SuperGiantNinjaYeti could be the best choice. 0 Share this post Link to post