It could be a property of an object set in UDMF mode
or...
an action special so you could apply it via acs
or...
perhaps you could make it possible to set the scale property as a thing argument, i.e.
Code: Select all
ACTOR Rock 12345
{
Radius 16
Height 16
Scale Args[0]
States
{
Spawn:
NROK A -1
Stop
}
}
The only way to do this at the moment as far as I know is to either create many multiple versions of the same actor with different scale properties, or use A_Jump with lots of states controlled by thing arguments.