So here's the Fade and Death states for the plasma ball that all other projectiles inherit from:
Code: Select all
Fade:
PLSE AB 4 bright
PLSE CCDDEE 2 bright A_FadeOut (0.2)
stop
Death:
BFE1 A 0 A_Die
PLSE A 0 A_Explode (24, 32)
goto Fade
Code: Select all
Fade:
BAL1 C 6 bright
BAL1 DDEEE 2 bright A_FadeOut (0.2)
stop
One workaround I've tried is to have the Death state be the animation with a "goto Fade" inside it which would only be defined in the parent. All frames before the goto work as intended, but once the Fade state ends and goes back to Death+2, the animation I see is that of the parent.
This effect is the same whether I name a new state or use an existing one like See or XDeath.
So I was wondering: is it actually supposed to work like this, and if so would anyone happen to be able to think of a workaround that doesn't involve the explosionradius or explosiondamage properties?