Enjay wrote:A_Die ?
NeuralStunner wrote:My code uses A_Die.It demonstrates a failsafe check, the idea is that you can use A_Jump with a small random chance and then make sure it truly dies. I've modified it a little bit for simplicity, now.
ReedtheStrange wrote:Is it possible for a monster to have multiple blood colors?

zrrion the insect wrote:ReedtheStrange wrote:Is it possible for a monster to have multiple blood colors?
You could make several coloured blood actors, then have the monsters bloodtype be a random spawner that spawns these blood types. I don't know if you could diversify the blood decals though.
Is there a way to add a timed delay on inventory items to prevent their usage from overlapping?
I'm using custom inventory items to replicate Build-Engine style one-liners, but I can't seem to prevent the lines from overlapping.
In the actor making the sound, use an A_JumpIf(z-floorz<1,[state]) and put the sound code in that state. Depending on the timing of this you could get the sound to play at the very moment of jumping or not, but once the actor is no longer on the floor they should not be making the sound.BigProjectAlone wrote:how do i put a sound that play when you walk, but don't play when you jump?
cocka wrote:I don't really understand what do you mean by "taking it over". But this might help:
http://zdoom.org/wiki/Skill_definition
In the actor making the sound, use an A_JumpIf(z-floorz<1,[state]) and put the sound code in that state. Depending on the timing of this you could get the sound to play at the very moment of jumping or not, but once the actor is no longer on the floor they should not be making the sound.[/quote]BigProjectAlone wrote:how do i put a sound that play when you walk, but don't play when you jump?
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