[name_withheld] Posted April 10, 2023 I have encountered an issue with sprites disappearing during an animation of a dedicated quick-boot attack. I have it mapped to it's own independent key ("Q," in this case,") and have a functional knock-back gimmick going, as well, to push enemies back a bit while delivering almost no damage in the process. It works, visually, in all instances except the programmed jumping quick-boot attack displays no animation frames in spite of sharing them with the other quick-boot attacks. The jumping attack works the way it's supposed to, as far as pushing enemies away and actually registering as an attack, just invisibly. To note: I Frankenstein-ed together 2 different wads to achieve this (brutalkick.wad and FistRedux.wad,) and up until this point, had little to no issue with them cooperating, aside from me missing a "(" or a ":" or something silly like that. Here is the decorate code if anyone has any idea what might be causing this issue: // Decorate ACTOR KickWeapon : Weapon { ProjectileKickBack 1750 States { Select: TNT1 A 1 A_Raise Wait Deselect: TNT1 A 1 A_Lower Wait Ready: TNT1 A 0 A_ZoomFactor(1.0) TNT1 A 0 A_JumpIf(momZ > 0, "AirKick") TNT1 A 0 A_JumpIf(momZ < 0, "AirKick") TNT1 A 0 A_JumpIfInventory("PowerStrength", 1, "BerserkerKick") TNT1 A 0 A_PlaySound("KICK") TNT1 A 0 SetPlayerProperty(0, 1, 0) PUCH K 4 MLEG BCD 2 TNT1 A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 10) MLEG H 4 TNT1 A 0 SetPlayerProperty(0, 0, 0) MLEG A 0 A_TakeInventory("Kicking", 1) Goto InvisLoop BerserkerKick: TNT1 A 0 A_PlaySound("KICK") TNT1 A 0 SetPlayerProperty(0, 1, 0) PUCH K 4 MLEG ABCDEFG 2 TNT1 A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, 10) MLEG H 4 TNT1 A 0 SetPlayerProperty(0, 0, 0) MLEG A 0 A_TakeInventory("Kicking", 1) Goto InvisLoop AirKick: TNT1 A 0 A_JumpIfInventory("PowerStrength", 1, "SuperAirKick") TNT1 A 0 A_PlaySound("KICK") TNT1 A 0 A_Recoil(-6) PUCH K 4 MLEG JKLMN 2 TNT1 A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, 3) MLEG O 4 MLEG A 0 A_TakeInventory("Kicking", 1) Goto InvisLoop SuperAirKick: TNT1 A 0 A_PlaySound("KICK") TNT1 A 0 A_Recoil(-6) PUCH K 2 MLEG JKLMN 1 TNT1 A 0 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -31) MLEG O 3 MLEG PQRST 2 MLEG A 0 A_TakeInventory("Kicking",1) Goto InvisLoop InvisLoop: Fire: TNT1 A 1 Loop } } ACTOR KickAttack : FastProjectile { Radius 6 Height 6 DamageType Kick ProjectileKickBack 1750 Projectile +FORCEXYBILLBOARD +NOEXTREMEDEATH RenderStyle Add Alpha 0.6 Damage 1 Speed 30 SeeSound "None" DeathSound "None" Decal "None" States { Spawn: TNT1 A 0 TNT1 A 1 BRIGHT TNT1 A 1 Stop Death: PUFF A 3 A_PlaySound("player/cyborg/fist") PUFF BCD 3 Stop } } ACTOR SuperKickAttack : KickAttack { -NOEXTREMEDEATH Damage 10 DamageType ExtremePunches } ACTOR AirKickAttack: KickAttack { Radius 12 Height 12 Damage 0 } ACTOR SuperAirKickAttack: KickAttack { Radius 12 Height 12 -NOEXTREMEDEATH DamageType ExtremePunches Damage 10 } ACTOR Kicking : Inventory { Inventory.MaxAmount 1 } 0 Quote Share this post Link to post
[name_withheld] Posted April 10, 2023 Figured it out! In the two respective "air" sections I have called frames J through O for the MLEG sprites. These do not exist. Fixed this by changing the frames to A through H. Hopefully my goofy mistakes can serve as reminders to other for what kinds of odds and ends to look out for when scripting. 0 Quote Share this post Link to post
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