Mewdoom Posted October 10, 2016 Hello guys, I try to make a doomimp fadein when he spawn, but I want him to start his A_Look and being shootable just when he reach alpha 1, here is my script below. I read on wiki that fadeIn just work in a loop ? With that script below the Imp start attacking before finishing appear completely and he his keep his alpha below 1 .. ACTOR NDoomImp { Health 60 Radius 20 Height 56 Mass 100 Speed 8 PainChance 200 Alpha 0 RENDERSTYLE add Monster +FLOORCLIP SeeSound "imp/sight" PainSound "imp/pain" DeathSound "imp/death" ActiveSound "imp/active" HitObituary "$OB_IMPHIT" Obituary "$OB_IMP" States { Spawn: TROO A 5 A_Look TROO B 5 A_FadeIn(0.2) Loop See: TROO AABBCCDD 3 A_Chase Loop Melee: Missile: TROO EF 8 A_FaceTarget TROO G 6 A_TroopAttack Goto See Pain: TROO H 2 TROO H 2 A_Pain Goto See Death: TROO I 8 TROO J 8 A_Scream TROO K 6 TROO L 6 A_NoBlocking TROO M -1 Stop XDeath: TROO A 0 A_FadeIn(0.2, FTF_CLAMP) TROO N 5 TROO O 5 A_XScream TROO P 5 TROO Q 5 A_NoBlocking TROO RST 5 TROO U -1 Stop Raise: TROO MLKJI 8 Goto See } } 0 Share this post Link to post
scifista42 Posted October 10, 2016 Unset his SHOOTABLE flag and give him a spawn animation like this:Spawn: TROO A 0 TROO AAAAA 5 A_FadeIn(0.2) TROO A 0 A_ChangeFlag("SHOOTABLE",1) Idle: TROO AB 10 A_Look Loop In the code above, 5 calls of A_FadeIn(0.2) will set his alpha exactly to 1.0, then he becomes shootable. Be sure to call the secondary spawn state "Idle", which will make the Imp enter it automatically when losing its target, so that he won't "fade in" again if this happens. 0 Share this post Link to post