Ledillman Posted March 21, 2014 Hello, this is my first time doing a voxel thing and i think it looks decent, but i can't make this thing follow a path (it's supposed to move in circles), here's the decorate: actor Fishy 10701 { Monster health 4666 speed 11 mass 128 Painchance 20 Radius 20 Height 16 mass 400 +shootable States { Spawn: DFIS A -1 A_look stop See: DFIS A -1 A_Chase loop } } NOTE: As you can see i'm not good at decorate, i've done decorate things just 3 times in my life, 2 of them trees and the third one is this, so i'm not sure what i'm doing wrong. path script: #include "zcommon.acs" script 1 open { thing_setgoal(1,2,0,0); } Fish has tag of 1 and path node 2 (then it follows path 3, then 4, then 5 then 2 again, repeat) What i'm doing wrong? do voxels don't move? i need just sprites? 0 Share this post Link to post
Gez Posted March 21, 2014 Ledillman said:actor Fishy 10701 { Monster health 4666 speed 11 mass 128 Painchance 20 Radius 20 Height 16 mass 400 +shootable States { Spawn: DFIS A -1 A_look stop See: DFIS A -1 A_Chase loop } } Your problem is absolutely unrelated to voxels. Voxels are merely a replacement for sprite, whether an actor is represented by sprites, voxels, or even nothing at all (TNT1 A frames) does not have any influence on its behavior. The problem comes from how you have defined the states. A -1 A_Look or A -1 A_Chase. That means that they enter the state and then stay in that state forever and ever. You will need to use an actual looping state -- with a non-infinite duration. Remember that codepointers are only executed when the actor enters the new state. Look at actor code like for the imp for example: Spawn: TROO AB 10 A_Look Loop See: TROO AABBCCDD 3 A_Chase Loop See? Finite durations so that the state is exited after 10 or 3 tics, and then the next state is entered or it loops back to the first. Each time a state is entered this way, the codepointer is run. And it's especially important for A_Chase. If you want the actor to move, keep in mind that it'll move up to its Speed amount of map units each time it calls up A_Chase. So the smaller the state durations, the faster it'll move. That's why the imp has AABBCCDD 3 instead of ABCD 6. 0 Share this post Link to post
Ledillman Posted March 21, 2014 Thank you Gez! i realized and it works now! in fact, i edited the voxels and made the fish move his tail and looks better now, thank you very much! :-D BTW!: NEVERMIND i figured it out! 0 Share this post Link to post
rebit Posted September 3, 2014 Maybe this helps: Poly2VoxBatch https://www.youtube.com/watch?v=SDZo1bdDPbk&list=UUIRjaqzZ-NAePUFcUT38LWg 0 Share this post Link to post