Jump to content

Chaingun windup animation help

Recommended Posts

Same principle again: Replace "goto CaseFire" with a state with A_Refire("CaseFire") action and followed by "goto Ready" (or "goto X", where X is a new label that you put somewhere in the wind-down animation). Once you understand the concept of conditional and unconditional jumps, you should be able to easily define any kind of control flow.

Edited by scifista42

Share this post

Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now