Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • 0
bugaboo

NOOB - Sprites not being recognized

Question

2 answers to this question

Recommended Posts

  • 0

In the DECORATE definition, you're using sprites called KEYPA0 and KEYPB0, but you've only included one called KEYP. This means your sprite name is missing the last two characters, which contain the frame and rotation info (A and B are the frames, 0 means there's only one sprite for all angles for that frame). You can rename your KEYP to KEYPA0, and supply another sprite for KEYB0 or just remove it entirely from the DECORATE definition and use KEYPA0 for both states, depending on what you want.

Share this post


Link to post
  • 0
Posted (edited)
31 minutes ago, Aurelius said:

In the DECORATE definition, you're using sprites called KEYPA0 and KEYPB0, but you've only included one called KEYP. This means your sprite name is missing the last two characters, which contain the frame and rotation info (A and B are the frames, 0 means there's only one sprite for all angles for that frame). You can rename your KEYP to KEYPA0, and supply another sprite for KEYB0 or just remove it entirely from the DECORATE definition and use KEYPA0 for both states, depending on what you want.

This helps but if I try it in ZScript it doesnt work still

class PurpleCard : Key
{
	Default
	{
		Inventory.PickupMessage "$PK_PU";
		Inventory.Icon "KEYPI";
	}
	States
	{
	Spawn:
		KEYP A 10;
		KEYP A 10 bright;
		stop;
	}
}

I put the EdNums and SpawnIDs in the MAPINFO btw

Edit: NVM ITS SOLVED

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×