Thanks Vaecrius, it works, now enemies telefrag back to hell, like they should!
Weiter weiter, yes, it's just a matter of fixing the Pain: sprite for other monsters.
Like for the poor possessed zombieman here:
Code: Select all
actor zapimp : doomimp replaces doomimp
{
States
{
Pain:
TROO H 2
TROO H 2 A_Pain
Goto See
death:
TROO H 10 A_Pain
TNT1 A 10 A_SpawnItemEx("redfog",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
TNT1 A 0 A_NoBlocking
TNT1 A -1
xdeath:
stop
raise:
TNT1 A 4 A_SpawnItemEx("redfog",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
TROO H 10 A_Pain
goto see
}
}
I also shortened the Teleport animation, and recoloured the sprites from greenish to redish:
Code: Select all
ACTOR redfog
{
Translation "112:127=32:47"
+NOBLOCKMAP
+NOTELEPORT
+NOGRAVITY
RenderStyle Add
States
{
Spawn:
TFOG ABABCDEFG 6 Bright
Stop
}
}
This way the teleport fog stays green, but the teledeath fog is red:
I will also add a different scale for each enemy, and rotate it sideways for the spider mastermind.