FastProjectile blood splatter

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rollingcrow
Posts: 733
Joined: Tue Mar 02, 2010 8:30 pm
Graphics Processor: nVidia with Vulkan support

FastProjectile blood splatter

Post by rollingcrow »

I currently have this FastProjectile bullet actor:

Code: Select all

Actor BaseBullet : FastProjectile
{
	Height 1
	Radius 1
	Scale 0.0125
	MissileType "BaseBulletTrail"
	MissileHeight 8
	RenderStyle Add
	Alpha 1.0
	Decal "BulletChip"
	DamageType "Player"
	Projectile
	+BLOODSPLATTER
	+BRIGHT
	+FORCEXYBILLBOARD
	+NOEXTREMEDEATH
	+MTHRUSPECIES
	States
	{
	Spawn:
		PUFF Z 2 bright
		Loop
	Crash:
	Death:
		TNT1 A 1
		TNT1 A 0 A_PlaySound("ricochet")
		TNT1 A 0 A_SpawnItem("GenSpark")
		TNT1 A 0 A_AlertMonsters(128)
		Stop
	XDeath:
		TNT1 A 1
		TNT1 A 0 A_PlaySound("bullet/flesh")
		TNT1 A 0 A_AlertMonsters(128)
		Stop
	}
}
The problem I'm having with it is that blood doesn't always spawn when it hits something, it only plays the "bullet/flesh" sound. How can I go about fixing this?
Last edited by rollingcrow on Sat Nov 16, 2013 8:32 pm, edited 1 time in total.
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NeuralStunner
 
 
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Re: FastProjectile blood splatter

Post by NeuralStunner »

What's the missile's speed? I've had issues myself with really fast projectiles and blood spawning.
Se7eNytes wrote:I also also want to avoid putting the blood's sound effect on the bullet's XDeath state as it still plays when hitting non-bleeding actors.
Use the Crash state for non-bleeding actors.
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rollingcrow
Posts: 733
Joined: Tue Mar 02, 2010 8:30 pm
Graphics Processor: nVidia with Vulkan support

Re: FastProjectile blood splatter

Post by rollingcrow »

NeuralStunner wrote:What's the missile's speed? I've had issues myself with really fast projectiles and blood spawning.
Missile speeds I've been using range from 70-225, several actors inherit from it and define their own speeds.
NeuralStunner wrote:Use the Crash state for non-bleeding actors.
Fixes one problem, thanks. :D
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