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Old 07-10-2002, 01:34 PM   #1
jimbob

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2 different explosions problem
ok the problem is that when i add an new action in the EDUKE.con defining an second "explosion anim" the explosion doesnt animate it just keeps playing the first frame and doesnt die how can i change tis without overwriting the existing explosion ( if u need the coding i used please say so then i will post it )
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Old 07-10-2002, 03:20 PM   #2
Bruce Hamilton
Re: 2 different explosions problem
Quote:
Originally posted by jimbob:
if u need the coding i used please say so...
<font size="2" face="Verdana, Arial">Would be a help...
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Old 07-10-2002, 10:30 PM   #3
jimbob

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Re: 2 different explosions problem
action EXPLOSION_FRAMES 0 20 1 1 8
action NUKE_FRAMES 3360 21 1 1 8

actor EXPLOSION2 1 EXPLOSION_FRAMES
cstat 2 { ifspawnedby RPG { cstat 0 spritepal 2 sizeat 200 200
ifp palive ifp pfacing ifpdistl 12500 palfrom 48 48 40 40
{ ifrnd 64 spawn NUKE }
}
}
ifspawnedby TRIPBOMB { cstat 0 sizeat 75 75 }
ifactioncount 20
killit
enda

the nuke works and the tripbomb 2 but the new action doesn`t work it does show the art but gets stuck at the first frame
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Old 07-10-2002, 11:11 PM   #4
Usurper

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Re: 2 different explosions problem
Quote:
Originally posted by jimbob:
action EXPLOSION_FRAMES 0 20 1 1 8
action NUKE_FRAMES 3360 21 1 1 8

actor EXPLOSION2 1 EXPLOSION_FRAMES
cstat 2 { ifspawnedby RPG { cstat 0 spritepal 2 sizeat 200 200
ifp palive ifp pfacing ifpdistl 12500 palfrom 48 48 40 40
{ ifrnd 64 spawn NUKE }
}
}
ifspawnedby TRIPBOMB { cstat 0 sizeat 75 75 }
ifactioncount 20
killit
enda

the nuke works and the tripbomb 2 but the new action doesn`t work it does show the art but gets stuck at the first frame
<font size="2" face="Verdana, Arial">It's been a while. I use too many brackets, but it keeps things neat. Anyway, try this:

action EXPLOSION_FRAMES 0 20 1 1 8
action NUKE_FRAMES 3360 21 1 1 8

actor EXPLOSION2 1 0
ifspawnedby RPG {
action NUKE_FRAMES
cstat 0 spritepal 2 sizeat 200 200 }
ifspawnedby TRIPBOMB { action EXPLOSION_FRAMES cstat 2 sizeat 75 75 }
else { action EXPLOSION_FRAMES cstat 2 }

ifaction NUKE_FRAMES
{
ifp pfacing
{ ifpdistl 12500 palfrom 48 48 40 40
}

ifrnd 64 { spawn NUKE }
ifactioncount 20 { killit }
}

ifaction EXPLOSION_FRAMES
{
ifactioncount 20 { killit }
}

enda
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Old 07-11-2002, 06:09 AM   #5
Bruce Hamilton
Re: 2 different explosions problem
I usually structure code a little differently... Not that it works better, but slight indentation on the if statements makes it easier to read.
</font><blockquote><font size="1" face="Verdana, Arial">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">
action EXPLOSION_FRAMES 0 20 1 1 8
action NUKE_FRAMES 3360 21 1 1 8

actor EXPLOSION2 1 0
ifspawnedby RPG{
action NUKE_FRAMES
cstat 0 spritepal 2 sizeat 200 200}

ifspawnedby TRIPBOMB{
action EXPLOSION_FRAMES cstat 2 sizeat 75 75}
else{
action EXPLOSION_FRAMES cstat 2}

ifaction NUKE_FRAMES{
ifp pfacing{
ifpdistl 12500 palfrom 48 48 40 40}
}

ifrnd 64
spawn NUKE

ifactioncount 20
killit

ifaction EXPLOSION_FRAMES{
ifactioncount 20{
killit}
}

enda[/code]</blockquote><font size="2" face="Verdana, Arial">
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Old 07-11-2002, 09:47 AM   #6
jimbob

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Re: 2 different explosions problem
nope sorry both dont work they compile wel no errors but it still doesnt work same problem as before
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Old 07-11-2002, 07:09 PM   #7
Mblackwell

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Re: 2 different explosions problem
It's obvious, have no initial action, then merely have it only play the action "ifaction 0"

otherwise you are causing it to restart constantly by always calling it.
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Old 07-11-2002, 09:18 PM   #8
Usurper

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Re: 2 different explosions problem
Ja, I figured using 0 for action worked as a placeholder, but it probably should be blank.
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Old 07-12-2002, 09:28 AM   #9
jimbob

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Re: 2 different explosions problem
i think part of the explosion is hardcoded or something cuz it just wont work i tried a million things *sigh*
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Old 07-13-2002, 08:19 PM   #10
Usurper

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Re: 2 different explosions problem
It's certainly not impossible. Lots of us have done it. I just haven't touched con code in 10 months or so. Someone around here should know what I'm doing wrong, aside from the action problem.
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Old 08-15-2002, 05:33 AM   #11
jimbob

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Re: 2 different explosions problem
i fixed it after seeing a con file witch turned the shrinker into a napalm cannon the code should look like this
action EXPLOSION_FRAMES 0 20 1 1 8
action NUKE_FRAMES 3360 21 1 1 8

actor EXPLOSION2 1 EXPLOSION_FRAMES
cstat 2 { ifspawnedby RPG { ifaction EXPLOSION_FRAMES
action NUKE_FRAMES cstat 0 sizeat 200 200
ifp palive ifp pfacing ifpdistl 12500 palfrom 48 48 40 40
{ ifrnd 64 spawn NUKE }
}
}
ifspawnedby TRIPBOMB { cstat 0 sizeat 75 75 }
ifactioncount 20
killit
enda

so the ifaction and action combined can turn it into a different explosion problem solved [img]images/icons/grin.gif[/img] thx for all the help
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