I have used sprite mirroring the original way but with some actors having a lot of sprites I was looking for another method.
By not having enough room I mean like the archvile's sprites where he goes all the way to a-z and then to slashes with the fifth letter.
Code: Select all
VILE Y 0
VILE Z 0
VILE [ 0
VILE \ 0
VILE ] 0
Isn't the sprite letter limit from a-z and "[\]"?
Seems the only way to add mirrored deaths for actors with a lot of sprites is to duplicate and rename them for full compatibility if i'm not mistaken.
Enjay wrote:FWiW, the reason I wasn't using negative scaling and was using the sprite naming instead was mainly because I was already applying random scale factors to my own enemies in their spawn state to randomise the size of the enemies slightly.
Also i edited the code a bit to keep up with the actor's unique scales for my mod. Should help if you need it.
Code: Select all
A_SetScale((random(0,1)*2-1)*ScaleX, ScaleY)
I have used sprite mirroring the original way but with some actors having a lot of sprites I was looking for another method.
By not having enough room I mean like the archvile's sprites where he goes all the way to a-z and then to slashes with the fifth letter.
[code]
VILE Y 0
VILE Z 0
VILE [ 0
VILE \ 0
VILE ] 0
[/code]
Isn't the sprite letter limit from a-z and "[\]"?
Seems the only way to add mirrored deaths for actors with a lot of sprites is to duplicate and rename them for full compatibility if i'm not mistaken.
[quote="Enjay"]FWiW, the reason I wasn't using negative scaling and was using the sprite naming instead was mainly because I was already applying random scale factors to my own enemies in their spawn state to randomise the size of the enemies slightly.[/quote]
Also i edited the code a bit to keep up with the actor's unique scales for my mod. Should help if you need it.
[code]A_SetScale((random(0,1)*2-1)*ScaleX, ScaleY)[/code]