This is the particle generator I use for testing:
Code: Select all
class Particle01 : actor
{
override void Tick()
{
int dir = randompick(-1, 1);
A_SpawnParticleEx
(
"",
TexMan.CheckForTexture ("graphics/Particles/FZFXA0.png"),
style: STYLE_ADD,
flags: SPF_FULLBRIGHT,
lifetime: TICRATE * frandom (1,4),
size: 0.5,
xoff: frandom (64,-64),
yoff: frandom (64,-64),
velx: frandom (0.5,-0.5),
vely: frandom (0.5,-0.5),
velz: frandom (0.4,3.0),
accelz: -0.001,
startalphaf: 1.25,
fadestepf: -0.002,
sizestep: 0.25,
startroll: 180/2,
rollvel: 0.5 * dir,
rollacc: 0.02 * dir
);
}
}This is the ANIMDEFS for the particle animation:
Code: Select all
texture "graphics/Particles/FZFXA0.png"
pic "graphics/Particles/FZFXA0.png" tics 2
pic "graphics/Particles/FZFXB0.png" tics 1
pic "graphics/Particles/FZFXC0.png" tics 2
pic "graphics/Particles/FZFXD0.png" tics 1
pic "graphics/Particles/FZFXE0.png" tics 2
pic "graphics/Particles/FZFXF0.png" tics 1
pic "graphics/Particles/FZFXG0.png" tics 2
pic "graphics/Particles/FZFXH0.png" tics 1
pic "graphics/Particles/FZFXI0.png" tics 2
pic "graphics/Particles/FZFXJ0.png" tics 1
pic "graphics/Particles/FZFXK0.png" tics 2
pic "graphics/Particles/FZFXL0.png" tics 1
pic "graphics/Particles/FZFXM0.png" tics 2
pic "graphics/Particles/FZFXN0.png" tics 1
pic "graphics/Particles/FZFXO0.png" tics 2
pic "graphics/Particles/FZFXP0.png" tics 1
pic "graphics/Particles/FZFXQ0.png" tics 2
pic "graphics/Particles/FZFXR0.png" tics 1
pic "graphics/Particles/FZFXS0.png" tics 2
pic "graphics/Particles/FZFXT0.png" tics 1
pic DFEMPTY tics 3500I was looking around to see some demo of animated particles and found nothing. So I can't even know if it even works at all. It is definitelly written on Wiki on A_SpawnParticleEx page that it should support animation defined through ANIMDEFS. ANIMDEFS page also reference that is is used for defining particles. The particle setup is copied directly from wiki, only change is that the particle is animated.
What am I doing wrong?
