- leppit.png (2.79 KiB) Viewed 2581 times
intended as simple placed map decorations in grassy areas; scale them somewhere between 0.6 and 0.8 and they should be rather lovely.
here's the code I use for animation:
Spoiler:the observant will notice two sets of rabbits there, 1 is facing right the other left.Code: Select all
actor rabbit : RandomSpawner { dropitem rabbit1 dropitem rabbit2 } ACTOR rabbit1 { Game Doom health 1 Radius 16 Height 10 -solid +shootable scale 0.8 States { Spawn: lep1 ababababcdcdcdababcdababcdcdcdba 8 loop death: TNT1 A 1 A_SpawnItem("OSJC_BloodSpot",0,0,0,1) stop } } ACTOR rabbit2 { Game Doom health 1 Radius 16 Height 10 -solid +shootable scale 0.8 States { Spawn: lep2 ababababcdcdcdababcdababcdcdcdba 8 loop death: TNT1 A 1 A_SpawnItem("OSJC_BloodSpot",0,0,0,1) stop } } actor OSJC_BloodSpot { game Doom radius 12 height 2 mass 1 +NOTELEPORT -NOBLOCKMAP +floorclip renderstyle normal states { Spawn: TNT1 A 0 TNT1 A 0 A_PlaySound("bloodsplat") tnt1 a 1 A_SetScale(0.1, 0.03) Bpud A 2 A_SetScale(0.1, 0.03) Bpud A 2 A_SetScale(0.2, 0.04) Bpud A 2 A_SetScale(0.3, 0.05) TNT1 A 0 A_SetScale(0.4, 0.06) tnt1 a 0 A_SetTranslucent(0.8, 0) Bpud A 500 goto goaway goaway: bpud A 2 A_SetScale(0.3, 0.05) Bpud A 2 A_SetScale(0.2, 0.04) Bpud A 2 A_SetScale(0.1, 0.03) stop } }
also included here is the definition of the osjc_Bloodspot based on nash's bloodspot code from nashgore.wad that works by using this image instead:with scaling to create the illusion of a floor decal
- bpuda0.png (2.23 KiB) Viewed 2581 times