Snor1ax_ Posted March 5 (edited) Deleted Edited March 6 by Snor1ax_ 0 Quote Share this post Link to post
ukiro Posted March 6 Not sure this solves your issue but I have animated switches in OTEX where only the active state is animating. 0 Quote Share this post Link to post
SuperGiantNinjaYeti Posted March 6 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. 0 Quote Share this post Link to post
redEYE Posted March 6 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. 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.