So, I've got this thing MOSTLY working but I still have a hiccup that I do not understand.
I have a monster who spawns debris when they pain. That looks like this:
Code: Select all
ACTOR MonsterGuy : Zombieman
...
Pain:
TNT1 A 0 A_SetRenderStyle (.3,STYLE_Normal)
POSS G 3
TNT1 AAAA 0 A_SpawnDebris ("BloodJunkA")
TNT1 AAAA 0 A_SpawnDebris ("BloodJunkB")
POSS G 3 A_Pain
Goto See
...
And these are the blood particles. The idea is for the blood to hit the ground and then play the MK style "splash" animation (as defined in the Crash state per your advice.) The blood particles hit the ground and "splash", yet, the other issue I am having is that some of the particles are entering the crash state well before they actually hit the floor despite the loop in the Spawn state.
Code: Select all
ACTOR BloodJunkA
{
Health 2
Radius 1
Height 1
+CORPSE
-RANDOMIZE
scale 1.5
States
{
Spawn:
RPXL A 4
Loop
Death: // This seems weird, but I was just experimenting with trying to keep the blood p[articles from entering their crash state while mid-air.
goto Spawn
Crash:
TNT1 A 0 A_SetScale (.5)
BSLH ABCD 4
Stop
}
}
ACTOR BloodJunkB
{
Health 2
Radius 1
Height 1
+CORPSE
-RANDOMIZE
scale 1.5
States
{
Spawn:
RPXL B 4
Loop
Death: // This seems weird, but I was just experimenting with trying to keep the blood p[articles from entering their crash state while mid-air.
goto Spawn
Crash:
TNT1 A 0 A_SetScale (.5)
BSLH ABCD 4
Stop
}
}