Maybe it could be done like this:
Death: hitting normal actors
Xdeath: hitting NOBLOOD actors
Crash: hitting walls.
Something else: invulnerable actors
If either the xdeath or crash states are undefined, they could default to the frames in the death state. This would be useful for things like the quake nailgun or the hellstaff rain drops.
Some other things mentioned later in this thread:
1. How about a function that sets the alpha value for the actor, so that you can make things that fade away or blink in and out of existence like the disciple of d'sparil.
2. While Graf has added the aimmode for custom missiles to fly horizontally without aiming at targets, maybe there could be another aimmode that lauches them horizontally when there is no target directly in front of them. When there is a target, the projectiles would change their elevations to meet that specific target, like the strife mauler torpedo. This is different from the original behavior, which made projectiles always change their elevation to meet a single target (the player who fired the main projectile).
3. How about a flag that turns float on or off. Like A_Float or A_UnFloat. Enemies can then use jetpacks.
4. Move an actor in a given direction in relation to the current facing angle, like with the bishop projectile's spiral motion. A_Move(angle, pitch, distance) or A_Move(x offset, y offset, distance).
Your Name Is wrote:Maybe defining what TYPE like fire, electricity, or bullets, the monster was attacked by so you could make someone resistant to particular projectiles
TheDarkArchon wrote:Also, I'd like A_FloatBob and A_NoBob or something similar to them.