Panda Posted May 15, 2021 I wanted to do it myself, but no matter how hard I try, I can't even create an item myself. I tried and tried and after the frustration I gave up and decided to come to this forum for help. What I need to do is that when I break these vases, several pearls pop out, that yellow one that I put at the beginning of the vases. But as I said before, I am not capable of doing even the one who can take the pearl. I also need the pearl to be able to take it, and that a script can be executed, as in the image. I just need it to be acquired without anything, just run the script and that's it. How could I do this? I was filled with errors, I could not execute the map, since everything I tried to do with the item gave an error. 0 Quote Share this post Link to post
jaeden Posted May 15, 2021 The pearls popping from the broken vases could be achieved by calling A_SpawnItemEx during their death state. Is the pearl derived from CustomInventory? If it is, then it looks like it should work. I also think decorate function calls should not have ';' at end. If you get lot of errors, it may be better to show here more code I think. 0 Quote Share this post Link to post
Panda Posted May 15, 2021 54 minutes ago, jaeden said: The pearls popping from the broken vases could be achieved by calling A_SpawnItemEx during their death state. Is the pearl derived from CustomInventory? If it is, then it looks like it should work. I also think decorate function calls should not have ';' at end. If you get lot of errors, it may be better to show here more code I think. I'm doing it, but I got stuck. T_T When the parts of the vase pop, they sound like pieces of meat. And I don't know why it happens. ************** ACTOR MarbleUrn 32313 { Health 30 Radius 16 Height 40 +SOLID +SHOOTABLE +NOBLOOD +DONTGIB -NOGRAVITY States { Spawn: MURN A -1 Stop } } ACTOR MarbleUrnRed : MarbleUrn 32315 { States { Spawn: MURN C -1 Stop Death: //REDJ ABCD 2 TNT1 A 0 //A_PlayWeaponSound("BOARDBRE") TNT1 A 0 A_XScream TNT1 A 0 A_NoBlocking TNT1 A 0 A_SpawnDebris("RJAGs2") TNT1 A 0 A_SpawnDebris("RJAGs3") TNT1 A 0 A_SpawnDebris("RJAGs4") stop } } actor RJAGs1 { Radius 4 Height 4 Speed 0 Projectile -NOGRAVITY Gravity 0.8 health 1 scale 0.5 } actor RJAGs2 : RJAGs1 { Scale 1.0 health 3 States { Spawn: REDJ ABCD 5 loop Death: REDJ ABCD 4 A_Gravity stop } } actor RJAGs3 : RJAGs1 { Scale 1.0 health 3 States { Spawn: REDJ EFGH 5 loop Death: REDJ EFGH 4 A_Gravity stop } } actor RJAGs4 : RJAGs1 { Scale 1.0 health 3 States { Spawn: REDJ IJKL 5 loop Death: REDJ IJKL 4 A_Gravity stop } } ********** 0 Quote Share this post Link to post
jaeden Posted May 16, 2021 A_XScream does the "pieces of meat" sound. Playing the sound should be done by either A_Scream (which plays the actor's DeathSound), or by A_StartSound (which plays any sound you put there) 1 Quote Share this post Link to post
Panda Posted May 16, 2021 1 hour ago, jaeden said: A_XScream does the "pieces of meat" sound. Playing the sound should be done by either A_Scream (which plays the actor's DeathSound), or by A_StartSound (which plays any sound you put there) Thank you!! You are a master! 0 Quote Share this post Link to post
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