SOCing action help

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"Next" indicates the next state (which is irrelevant in your case because the state is supposed to have an infinite duration). You want to spawn an object.

Actually, come to think of it, you only want to replicate the bomb ring explosion, so it should suffice to use A_RingExplode as an action in this state.
So now I got the state and object set up.
How do I make it to where it explodes when I thok?
When I thok instead of it exploding it is just one spark that goes up and disapears, rather than exploding into many sparks.
This is my soc so far

FREESLOT
S_LIGHT
MT_LIGHT
SPR_LITE
S_EXPLODE
MT_EXPLODE

State S_LIGHT
SpriteName = LITE
SpriteFrame = A
Duration = 25
Next = S_EXPLODE
Action None

State S_EXPLODE
Next = S_NULL
Action A_RingExplode

Object MT_LIGHT
MapThingNum = -1
SpawnState = S_LIGHT
SpawnHealth = 1
SeeState = S_NULL
SeeSound = sfx_none
ReactionTime = 0
AttackSound = sfx_none
PainState = S_NULL
PainChance = 0
PainSound = sfx_none
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_LIGHT
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 0
Radius = 6553600
Height = 65536
DispOffset = 0
Mass = 0
Damage = 750
ActiveSound = 0
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_MISSILE
RaiseState = S_NULL

Object MT_EXPLODE
MapThingNum = -1
SpawnState = S_EXPLODE
SpawnHealth = 1346
SeeState = S_NULL
SeeSound = sfx_none
ReactionTime = 0
AttackSound = sfx_none
PainState = S_NULL
PainChance = 5000
PainSound = sfx_none
MeleeState = S_NULL
MissileState = S_NULL
DeathState = S_NULL
XDeathState = S_NULL
DeathSound = sfx_none
Speed = 0
Radius = 65536
Height = 65536
DispOffset = 0
Mass = 0
Damage = 0
ActiveSound = 0
Flags = MF_NOBLOCKMAP|MF_NOGRAVITY|MF_RUNSPAWNFUNC
Flags2 = MF2_DEBRIS|MF2_EXPLOSION
RaiseState = S_NULL
 
Last edited:
It looks like from what you're doing you don't actually need that Object MT_EXPLODE paragraph. But add these to your S_EXPLODE:

SpriteName = NULL
SpriteFrame = 0
Duration = -1
 
It looks like from what you're doing you don't actually need that Object MT_EXPLODE paragraph. But add these to your S_EXPLODE:

SpriteName = NULL
SpriteFrame = 0
Duration = -1
It works but I'm still wondering how to make it actually explode.
The "shhuuiiisshh" sound effect plays but there isn't any actual explosion going on. I know that the way to fix this is to set the pain chance up but there isn't any actual object linked to the S_EXPLODE state. So how to I set this to actually explode?

---------- Post added at 08:27 AM ---------- Previous post was at 07:35 AM ----------

Never mind I fixed the problem. Thank you guys for ALL the help and I will give credit to both of you in the wad.
 
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