Ebon Posted June 22, 2006 I'd like to know the exact frameset of the beta lost souls: their action frames, their duration, their loops, which is bright and which not etc. Please in DECORATE style ;) 0 Share this post Link to post
Quasar Posted June 23, 2006 I can't help with DECORATE since I dunno that language, but here are the frames from MBF which should be simple to translate. The fields are in the order sprite, frame number (0 based: 0 == A, 1 == B, etc.), duration (in tics), codepointer (aka action), and next frame. The names of each frame are in comments after them. // spawnstate {SPR_SKUL,0,10,A_Look,S_BSKUL_STND}, // S_BSKUL_STND // chasestate {SPR_SKUL,1,5,A_Chase,S_BSKUL_RUN2}, // S_BSKUL_RUN1 {SPR_SKUL,2,5,A_Chase,S_BSKUL_RUN3}, // S_BSKUL_RUN2 {SPR_SKUL,3,5,A_Chase,S_BSKUL_RUN4}, // S_BSKUL_RUN3 {SPR_SKUL,0,5,A_Chase,S_BSKUL_RUN1}, // S_BSKUL_RUN4 // missilestate {SPR_SKUL,4,4,A_FaceTarget,S_BSKUL_ATK2}, // S_BSKUL_ATK1 {SPR_SKUL,5,5,A_BetaSkullAttack,S_BSKUL_ATK3}, // S_BSKUL_ATK2 {SPR_SKUL,5,4,NULL,S_BSKUL_RUN1}, // S_BSKUL_ATK3 // painstate {SPR_SKUL,6,4,NULL,S_BSKUL_PAIN2}, // S_BSKUL_PAIN1 {SPR_SKUL,7,2,A_Pain,S_BSKUL_RUN1}, // S_BSKUL_PAIN2 {SPR_SKUL,8,4,NULL,S_BSKUL_RUN1}, // S_BSKUL_PAIN3 // deathstate {SPR_SKUL, 9,5,NULL,S_BSKUL_DIE2}, // S_BSKUL_DIE1 {SPR_SKUL,10,5,NULL,S_BSKUL_DIE3}, // S_BSKUL_DIE2 {SPR_SKUL,11,5,NULL,S_BSKUL_DIE4}, // S_BSKUL_DIE3 {SPR_SKUL,12,5,NULL,S_BSKUL_DIE5}, // S_BSKUL_DIE4 {SPR_SKUL,13,5,A_Scream,S_BSKUL_DIE6}, // S_BSKUL_DIE5 {SPR_SKUL,14,5,NULL,S_BSKUL_DIE7}, // S_BSKUL_DIE6 {SPR_SKUL,15,5,A_Fall,S_BSKUL_DIE8}, // S_BSKUL_DIE7 {SPR_SKUL,16,5,A_Stop,S_BSKUL_DIE8}, // S_BSKUL_DIE8 0 Share this post Link to post
Ebon Posted June 23, 2006 Gee, thanx alot :) But what are its things stats? Same as lost soul's? 0 Share this post Link to post
Quasar Posted June 23, 2006 Evidently yes, or at least they were in Lee Killough's best reckoning. The only fields changed in the Lost Soul to convert it to Beta format are changing the frames and then setting its damage field to 1 so that it does from 1 to 8 damage with its "stare" attack using MBF's BetaSkullAttack codepointer. 0 Share this post Link to post
Ebon Posted June 23, 2006 Thanks, that's all. Mods, you can close the thread. 0 Share this post Link to post
Enjay Posted June 23, 2006 Quasar said:it does from 1 to 8 damage with its "stare" attack using MBF's BetaSkullAttack codepointer. What does the BetaSkullAttack pointer actually do? Is it basically just a hitscan attack (presumably without bullet puff) or is there something more to it? 0 Share this post Link to post
TheDarkArchon Posted June 23, 2006 It's a long range melee attack, IIRC. 0 Share this post Link to post
Quasar Posted June 24, 2006 Yes, it just calls P_DamageMobj without calling P_CheckMeleeRange first, so it can hurt the target at any distance. 0 Share this post Link to post