lilaj67
What you Lookin at?
So now I got the state and object set up."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.
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
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