Essentially, I have a 1 pixel sprite that I am using as a particle effect (think of OG quake). I have been throwing in something like:
Code: Select all
TNT1 AAAA A_SpawnDebris ("bloodspurtactorA")
TNT1 AAAA A_SpawnDebris ("bloodspurtactorB")
ACTOR BloodspurtactorA
{
Yada Yada...
States
{
spawn:
PIXL A 20
BLSH ABCD 2
stop
}
}
It seems like the "debris" isn't lasting a consistent amount of frames and the blood splashing sprites (BLSH ABCD) happen while still in the air. I've tried elongating the frames that the particle lasts. There still seemed to be some debris that play the blood pool animation while in the air. I also tried adding a "crash" state to the particles and that didn't seem to make a difference. I added "-RANDOMIZE" to the actor and that didn't seem to make much of a different either.
The effect I'm going for is a drop of blood hitting the floor and making a small splash on the floor ala Mortal Kombat.