A_SpawnParticleEx and ANIMDEFS animations

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Joined: Sat Aug 30, 2014 8:21 am

A_SpawnParticleEx and ANIMDEFS animations

Post by D2JK »

Hello all,

I've been replacing many purely visual effect actors using the new A_SpawnParticleEx function, and decided to try the option of using an animated graphics sequence defined in ANIMDEFS lump, as mentioned on the wiki. However, each newly spawned particle seems to play the animation in perfect sync eg. with the other particles using the same animation, instead of the new particles starting the animation from first frame in the sequence, as one would normally expect. But I suppose there is no way around this currently?

Of course, one can add variation between the individual particles by randomizing position offsets, velocity increments, acceleration, sizesteps and the two roll arguments, and get pretty good results that way too.

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