Morphed player not showing crouch sprites, instead shrunking
Posted: Mon Nov 19, 2018 10:20 pm
by Barny-kun
Is that a limitation? Or am i commiting mistake on my codes?
Spoiler:
actor GhostgirlPlayer : DoomPlayer
{
+NOSKIN
+DONTTRANSLATE
+NODAMAGETHRUST
+NOBLOOD
+PLAYERPAWN.CROUCHABLEMORPH
-PICKUP
Speed 1
Health 100
Radius 16
Height 56
Mass 100
Player.JumpZ 0
Player.ViewHeight 52
PainChance 0
Player.DisplayName "Ghostgirl"
Player.CrouchSprite "CGHT"
Player.Runhealth 500
yScale 0.5
XScale 0.6
Gravity 0.20
Player.UseRange 640
//Player.AirCapacity
Player.MorphWeapon "GhostgirlEyes"
Player.SideMove 1, 0.0
Player.UseRange 640
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SetTranslucent (0.4, 0)
TNT1 A 0 A_StopSoundEx("Body")
GHST A 45
TNT1 A 0 A_JumpIf (momz!=0, "Spawn")
TNT1 A 0 A_JumpIfInventory("TeleportPower", 1, "Spawn")
TNT1 A 0 ACS_Execute(20,0)
Loop
See:
TNT1 A 0 A_SetTranslucent (0.85, 0)
TNT1 A 0 A_PlaysoundEx("creeperact", "Body")
GHST ABCDABCDABCDABCDABCDABCDABCDABCDABCD 3
Loop
Melee:
//TNT1 A 0 A_JumpIfInventory("ScaryDash", 1, "Missile")
GHST E 5
GHST F 6
GHST G 4
GHST F 5
GHST G 4
GHST F 5
GHST G 4
GHST F 5
Goto Spawn
Missile:
GHST AB 2
GHST CD 2
GHST AB 2
GHST CD 2
GHST AB 2
GHST CD 2
Goto Spawn
Pain:
TNT1 A 0
TNT1 A 0 A_Pain
Goto Spawn
Death:
TNT1 A 0
TNT1 A 0 ACS_Execute(10, 0)
TNT1 A 6
TNT1 A 6 A_PlayerScream
TNT1 AA 6
TNT1 A 6 A_NoBlocking
TNT1 AAA 6
TNT1 A -1
Stop
XDeath:
Goto Death
}
}
actor GhostgirlSwitch : PowerupGiver {
powerup.type "Ghostgirl"
powerup.duration 105000
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
Inventory.MaxAmount 1
}
actor PowerGhostgirl : PowerMorph {
PowerMorph.PlayerClass "GhostgirlPlayer"
PowerMorph.MorphStyle (MRF_FULLHEALTH|MRF_ADDSTAMINA|MRF_NEWTIDBEHAVIOUR|MRF_WHENINVULNERABLE|MRF_UNDOBYDEATH|MRF_LOSEACTUALWEAPON) //MRF_TRANSFERTRANSLATION
PowerMorph.MorphFlash ""
PowerMorph.UnMorphFlash ""
}