Code: Select all
GasPump at (3872, -352) has no frames
GasPump at (3872, -448) has no frames
A demo: Warp to Map03.
Code: Select all
GasPump at (3872, -352) has no frames
GasPump at (3872, -448) has no frames
Code: Select all
ACTOR GasPump 20005
{
+SOLID
Radius 12
Height 64
States
{
Spawn:
TNT1 A 0
PUMP A -1
stop
}
}
I do that will all my static actors, it's never been a problem before.Ed the Bat wrote:Before, you had two states in a row with the duration of -1, meaning it stopped on the first one. This freaked it out, apparently.
Code: Select all
ACTOR GasPump 20005
{
+SOLID
Radius 12
Height 64
States
{
Spawn:
PUMP A -1
stop
}
}
A few in GZShmup. Though after a bit research, they're all Spawn()'d. It seems GZDoom isn't checking for a model when it loads the map, only a sprite. That's why your example works, TNT1 is a valid sprite. Is this a bug?Ed the Bat wrote:Have they all been 3D models before? We do know that the first frame of an actor can't execute any actions, so I'm suspicious that tying it to a 3D model has a similar problem. I know little about models, so I can't say for sure...
Code: Select all
const AActor *defaults = GetDefaultByType (i);
if (defaults->SpawnState == NULL ||
sprites[defaults->SpawnState->sprite].numframes == 0)
{
Printf ("%s at (%i, %i) has no frames\n",
i->TypeName.GetChars(), mthing->x>>FRACBITS, mthing->y>>FRACBITS);
i = PClass::FindClass("Unknown");
}
Trust me, he is.ChronoSeth wrote:I can't tell if you're being sarcastic or not.
this is the greatest thingGez wrote:I'd rather advise using this as a placeholder: