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Filystyn

Modding problem

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I got a fire ball that leaves trace. Like flames goes after it so y, it shoots something every tic.

Now problem is. When a projectile shoots it and dies the flame that it produces stops being produced.

like i have:

Actor CacodemonBallNew4M9 : CacodemonBall  {
  
  speed 12

  States {
    Spawn:
	 BAL2 AB 10 Bright 
     loop
	 
	Death:
	 BAL2 CDEDCDECDE 5 Bright A_CustomMissile("CacosDoomImpBallM9", 0, 0,  random( -180, 180 ) , CMF_AIMDIRECTION, random(-90,90) )
	 Stop
  }
****and now:
Actor CacosDoomImpBallM9 : DoomImpBall  {
  
  Radius 5
  Height 6
  
  Scale 0.75
  
  States {
  
  Spawn:
    BAL1 AB 4 Bright
    goto Spawn2
	
  Spawn2:
    BAL1 AB 1 Bright A_CustomMissile( "CacosDoomImpBallTraceM9", 0, 0, 0)
    loop
	
  Death:
    BAL1 CDE 6 Bright
    Stop
 
  }

}



Actor CacosDoomImpBallTraceM9 {
  
  Speed 2

  Radius 5
  Height 6
  
  Scale 0.75
  Damage 0
  +THRUACTORS
  +NOGRAVITY
  RenderStyle Translucent
  Alpha 0.3
  States {
  
  Spawn:
    goto Death
 
  Death:
    BAL1 FGHIJK 2 Bright
    Stop
 
  }  

}
What happens? When CacodemonBallNew4M9 reaches *stop* the CacosDoomImpBallM9
starts to behave like the code would be wrote in this way:
Actor CacosDoomImpBallM9 : DoomImpBall  {
  
  Radius 5
  Height 6
  
  Scale 0.75
  
  States {
  
  Spawn:
    BAL1 AB 4 Bright
    goto Spawn2
	
  Spawn2:
    BAL1 AB 1 Bright 
    loop
	
  Death:
    BAL1 CDE 6 Bright
    Stop
 
  }

}
**************

Lame way of fixing it:

In CacodemonBallNew4M9 add TNT1 A 500
Before stop.

Using Zandronum. Any better idea how to fix it?

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BAL1 FGHIJK
Make sure these sprites actually exist. Changing the above line to
BAL1 CDECDE
in CacosDoomImpBallTraceM9's Spawn state fixes the issue on my side.

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MaxED said:

BAL1 FGHIJK
Make sure these sprites actually exist. Changing the above line to
BAL1 CDECDE
in CacosDoomImpBallTraceM9's Spawn state fixes the issue on my side.



Track owner flag fixed it.

I have few more aditional sprites there friend. But thank you for trying to help me.

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