by Anakin S. » Thu May 12, 2005 11:26 am
Graf Zahl wrote:You mean like this:
Code: Select all
ACTOR ArtiEgg : Inventory 30
{
SpawnID 14
Inventory_MaxAmount -1
+FLOATBOB +COUNTITEM +PICKUPFLASH +INVBAR +FANCYPICKUPSOUND
PickupSound "misc/p_pkup"
PickupMsg "Morph Ovum"
Icon ARTIEGGC
States
{
Spawn:
EGGC ABCB 6
Loop
Use:
TNT1 A 0 A_FireCustomMissile("EggFX", -15, 1)
TNT1 A 0 A_FireCustomMissile("EggFX", -7.5, 1)
TNT1 A 0 A_FireCustomMissile("EggFX", 0, 1)
TNT1 A 0 A_FireCustomMissile("EggFX", 7.5, 1)
TNT1 A 0 A_FireCustomMissile("EggFX", 15, 1)
Stop
}
}
whichg would be functionally equivalent to the internal artifact if the use state worked.
So do the sprites that get played behave just like weapon animations? That would be great. Then we could make the fighter look like he's actually tossing flechettes when he uses them.
[quote="Graf Zahl"]You mean like this:
[code]
ACTOR ArtiEgg : Inventory 30
{
SpawnID 14
Inventory_MaxAmount -1
+FLOATBOB +COUNTITEM +PICKUPFLASH +INVBAR +FANCYPICKUPSOUND
PickupSound "misc/p_pkup"
PickupMsg "Morph Ovum"
Icon ARTIEGGC
States
{
Spawn:
EGGC ABCB 6
Loop
Use:
TNT1 A 0 A_FireCustomMissile("EggFX", -15, 1)
TNT1 A 0 A_FireCustomMissile("EggFX", -7.5, 1)
TNT1 A 0 A_FireCustomMissile("EggFX", 0, 1)
TNT1 A 0 A_FireCustomMissile("EggFX", 7.5, 1)
TNT1 A 0 A_FireCustomMissile("EggFX", 15, 1)
Stop
}
}
[/code]
whichg would be functionally equivalent to the internal artifact if the use state worked.[/quote]
So do the sprites that get played behave just like weapon animations? That would be great. Then we could make the fighter look like he's actually tossing flechettes when he uses them.