Kontra Kommando Posted June 27, 2014 I don't understand what is the problem here... http://www.mediafire.com/download/1w6oyamdm6a2l12/Terminator+WIP.zip I've been working on an special death for the massive hunter-killer tanks in my terminator WAD. But for some odd reason, when they die, the actors that are gibs fly up into the stratosphere, and remain there continuously clipping. Perhaps its the monster's height? I've used the same coding for other monsters that I've done similar death's for. Perhaps someone could help me out, but taking a look under the hood. Here is the decorate file in particular: Actor HUNTERKILLERTANK 15666 { Game Doom Health 8000 Radius 125 Height 175 Speed 1 PainChance 200 Mass 9999999 Species Terminator Monster DamageFactor Railgun, 1.5 +FLOORCLIP +NOBLOOD +NOPAIN +DONTHARMSPECIES SeeSound "baby/sight" DeathSound "baby/death" Obituary "%o was terminated." States { Spawn: HKTK AA 3 A_Wander HKTK A 0 A_Look HKTK BB 3 A_Wander HKTK B 0 A_Look HKTK CC 3 A_Wander HKTK C 0 A_Look HKTK DD 3 A_Wander HKTK D 0 A_Look Loop See: HKTK AAAA 2 A_Chase TNT1 A 0 A_BabyMetal HKTK BBBB 2 A_Chase HKTK CCCC 2 A_Chase TNT1 A 0 A_BabyMetal HKTK DDDD 2 A_Chase Loop Missile: HKTK E 10 A_FaceTarget HKTK F 6 BRIGHT A_CustomMissile("TerminatorBall", 32, 0, random(-8, 8), 0) HKTK E 6 A_FaceTarget HKTK F 6 BRIGHT A_CustomMissile("TerminatorBall", 32, 0, random(-8, 8), 0) HKTK E 6 A_FaceTarget HKTK F 6 BRIGHT A_CustomMissile("TerminatorBall", 32, 0, random(-8, 8), 0) HKTK E 6 A_FaceTarget Goto See Forget: HKTK A 0 A_TakeInventory("Forgettimer", 20) HKTK A 3 A_ClearTarget Goto Spawn Death: HKDE A 5 TNT1 A 0 A_SpawnItem("ExplosionDeath") Stop Raise: T800 K 5 T800 JIH 5 Goto See } } ACTOR DeadHKTank { Game Doom SpawnID 149 Radius 125 Height 100 ProjectilePassHeight -16 +SOLID States { Spawn: HKDE ABC 1 Bright Loop } } ACTOR BasicHKTANKgib { Radius 6 Height 6 +NOBLOCKMAP +CLIENTSIDEONLY Mass 50 Scale 0.8 States { Spawn: TNT1 A 1 Stop } } ACTOR HKGIB1 : BasicHKTANKgib { States { Spawn: TNT1 A 1 TNT1 A 0 A_PlaySound("misc/xdeath4") TNT1 A 0 ThrustThingZ(0,20,0,1) TNT1 A 0 A_SetAngle(random(0, 359)) TNT1 A 0 A_Recoil(3) HKHE ABC 1 loop } } ACTOR HKGIB2 : BasicHKTANKgib { States { Spawn: TNT1 A 1 TNT1 A 0 A_PlaySound("misc/xdeath4") TNT1 A 0 ThrustThingZ(0,20,0,1) TNT1 A 0 A_SetAngle(random(0, 359)) TNT1 A 0 A_Recoil(3) HKGN ABC 1 loop } } ACTOR HKGIB3 : BasicHKTANKgib { States { Spawn: TNT1 A 1 TNT1 A 0 A_PlaySound("misc/xdeath4") TNT1 A 0 ThrustThingZ(0,20,0,1) TNT1 A 0 A_SetAngle(random(0, 359)) TNT1 A 0 A_Recoil(3) HKG1 A 1 loop } } ACTOR HKGIB4 : BasicHKTANKgib { States { Spawn: TNT1 A 1 TNT1 A 0 A_PlaySound("misc/xdeath2") TNT1 A 0 ThrustThingZ(0,20,0,1) TNT1 A 0 A_SetAngle(random(0, 359)) TNT1 A 0 A_Recoil(3) HKG2 A 1 loop } } ACTOR HKGIB5 : BasicHKTANKgib { States { Spawn: TNT1 A 1 TNT1 A 0 A_PlaySound("misc/xdeath3") TNT1 A 0 ThrustThingZ(0,20,0,1) TNT1 A 0 A_SetAngle(random(0, 359)) TNT1 A 0 A_Recoil(3) HKG3 ABC 1 loop } } Actor ExplosionDeath : BasicHKTANKgib { Game Doom Radius 125 Height 10 States { Spawn: T800 H 5 TNT1 A 0 A_SpawnItem("DeadHKTank") TNT1 A 0 A_SpawnItem("HKGIB1") TNT1 A 0 A_SpawnItem("HKGIB2") TNT1 A 0 A_SpawnItem("HKGIB3") TNT1 AAA 0 A_SpawnItem("HKGIB4") TNT1 AAA 0 A_SpawnItem("HKGIB5") T800 I 5 A_Scream T800 J 5 A_NoBlocking T800 K 5 T800 L -1 stop } } EDIT: Haven't made a credits page yet, this is a WIP with errors, not a release. There are other things I haven't include as well. 0 Share this post Link to post
Cat God25 Posted June 28, 2014 Because you used loop, they keep repeating the whole Spawn state. HKGIB1 States { Spawn: TNT1 A 1 TNT1 A 0 A_PlaySound("misc/xdeath4") TNT1 A 0 ThrustThingZ(0,20,0,1) TNT1 A 0 A_SetAngle(random(0, 359)) TNT1 A 0 A_Recoil(3) HKHE ABC 1 loop } You could cut it into two different states so that only one part repeats, like: States { Spawn: TNT1 A 1 TNT1 A 0 A_PlaySound("misc/xdeath4") TNT1 A 0 ThrustThingZ(0,20,0,1) TNT1 A 0 A_SetAngle(random(0, 359)) TNT1 A 0 A_Recoil(3) Goto Potato Potato: HKHE ABC 1 loop } The Spawn state should only play once, but Potato repeats over and over and over and over... No more flying gibbies? Hope this helps. 0 Share this post Link to post
Kontra Kommando Posted June 28, 2014 Cat God25 said:Because you used loop, they keep repeating the whole Spawn state. HKGIB1 States { Spawn: TNT1 A 1 TNT1 A 0 A_PlaySound("misc/xdeath4") TNT1 A 0 ThrustThingZ(0,20,0,1) TNT1 A 0 A_SetAngle(random(0, 359)) TNT1 A 0 A_Recoil(3) HKHE ABC 1 loop } You could cut it into two different states so that only one part repeats, like: States { Spawn: TNT1 A 1 TNT1 A 0 A_PlaySound("misc/xdeath4") TNT1 A 0 ThrustThingZ(0,20,0,1) TNT1 A 0 A_SetAngle(random(0, 359)) TNT1 A 0 A_Recoil(3) Goto Potato Potato: HKHE ABC 1 loop } The Spawn state should only play once, but Potato repeats over and over and over and over... No more flying gibbies? Hope this helps. I will surely look into this when I have a chance, thanks for your help dude 0 Share this post Link to post