Jump to content

How to stop an animated texture from looping


Recommended Posts

Not sure this solves your issue but I have animated switches in OTEX where only the active state is animating.

Share this post


Link to post

Is it for GZDoom? If so, I suppose you could use SetLineTexture in a script to replicate the animation instead of defining it as an animated texture.
I'm not sure about the specifics, though. It's been a while since I've tried anything ZDoom related.

Share this post


Link to post
On 3/5/2024 at 7:13 PM, Snor1ax_ said:

... but it seems ANIMDEFS only works with included-DOOM textures, and trying to include a line with the last few imported frames, with say, a tickrate of 9999999 doesn't work

 

ANIMDEFS lets you to redefine each frame but it goes in a dufferent way. For example FWATER4:

flat FWATER4
pic FWATER1 tics 4
pic FWATER2 tics 4
pic FWATER3 tics 4
pic FWATER4 tics 9999999

FWATER4 here because Doom2 map01 uses FWATER4 :) And that redefines only FWATER4. The rest FWATER1-3 still retain their original animation speeds. The original animation cycle takes only 4 * 4 = 16 tics which is less than half a second. If you set the last frame to spend 999999 tics (= around 8 hours) the animation in over in half a second and everyone will get bored and go away.

 

The ACS script what SuperGiantNinjaYeti could be the best choice.

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...