weapon sprite question

Archive of the old editing forum
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Locked
User avatar
eliw00d
Posts: 585
Joined: Sun Oct 17, 2004 2:46 pm
Location: Duluth, MN
Contact:

weapon sprite question

Post by eliw00d »

is there a way to make a weapon reload animation similar to duke nukem and shadow warrior, where you can have 2 different sprites, one for the weapon and one for a reloading sequence? such as a magazine dropping, then a hand holding a magazine and slapping it in? to give it more of a fluid animation? perhaps using flash or something similar?
User avatar
Skunk
Posts: 1189
Joined: Tue Jan 18, 2005 1:04 am
Contact:

Post by Skunk »

Blood had the same thing. As far as I know it's not possible. When I made the Blood aerosol flame thrower, I had to make all the animations myself.
User avatar
Phobus
Posts: 5984
Joined: Thu May 05, 2005 10:56 am
Location: London
Contact:

Post by Phobus »

Use the flash state, if you're not already using it (or fancy using some inventory checks). That would make the extra graphics appear.
User avatar
Amuscaria
Posts: 6634
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

Post by Amuscaria »

Phobus wrote:Use the flash state, if you're not already using it (or fancy using some inventory checks). That would make the extra graphics appear.
Flash state wont work, i think. because when you call A_GunFlash, the player sprite will jump into it's flash state.
User avatar
Phobus
Posts: 5984
Joined: Thu May 05, 2005 10:56 am
Location: London
Contact:

Post by Phobus »

Yes, but with inventory jumps as well, it can be done :P
User avatar
Anakin S.
Posts: 1067
Joined: Fri Nov 28, 2003 9:39 pm
Location: A long time ago in a galaxy far, far away...

Post by Anakin S. »

But then you can't have a gun flash. so I'd use the inventory jumps.
User avatar
Phobus
Posts: 5984
Joined: Thu May 05, 2005 10:56 am
Location: London
Contact:

Post by Phobus »

No, I mean combining the flash state with inventory jumps in order to create multiple flash states. One for the gun firing, and one for the clip dropping (for example). You just A_GiveInventory the correct item before calling the flash stater, and A_TakeInventory at the end.
Locked

Return to “Editing (Archive)”