Larz T
Member
So I had made a new object with Lua and I know what I am doing so far but I'm having one major issue, I can't seem to get the desired sprites to show up. I had been at it for at least six hours as of yesterday. My one friend suggested that I should put all the frames of the sprites in the freeslot (ex. SPR_SINGA, SPR_SINGB and so on).
I am completely stumped on what I should do. I'm leaving the code here so anybody can view alongside the lump names for the sprites. Thank you in advance. Also please DO NOT quote the Spoilers if you reply. Just trying to keep this thread neat as possible. Also I forgot to mention that sfx_fre002 is in the source wad that I'm adding in conjunction with this script.
I am completely stumped on what I should do. I'm leaving the code here so anybody can view alongside the lump names for the sprites. Thank you in advance. Also please DO NOT quote the Spoilers if you reply. Just trying to keep this thread neat as possible. Also I forgot to mention that sfx_fre002 is in the source wad that I'm adding in conjunction with this script.
Code:
freeslot ("MT_SUPERRINGRING", "SPR_SINGA", "SPR_SINGB", "SPR_SINGC", "SPR_SINGD", "SPR_SINGE", "SPR_SINGF", "SPR_SINGH", "SPR_SINGI",
"SPR_SINGJ", "SPR_SINGK", "SPR_SINGL", "SPR_SINGM", "SPR_SINGN", "SPR_SINGO", "SPR_SINGP", "SPR_SINGQ", "SPR_SINGR", "SPR_SINGS",
"SPR_SINGT", "SPR_SINGU", "SPR_SINGV", "SPR_SINGW", "SPR_SINGX", "S_SING1", "S_SING2", "S_SING3", "S_SING4", "S_SING5", "S_SING6",
"S_SING7", "S_SING8", "S_SING9", "S_SING10", "S_SING11", "S_SING12", "S_SING13", "S_SING14", "S_SING15", "S_SING16", "S_SING17",
"S_SING18", "S_SING19", "S_SING20", "S_SING21", "S_SING22", "S_SING23", "S_SING24")
mobjinfo[MT_SUPERRINGRING] = {
doomednum = 324,
spawnstate = S_SING1,
spawnhealth = 1000,
deathsound = sfx_fre005,
reactiontime = MT_FLINGRING,
speed = 3932160,
radius = 16*FRACUNIT,
height = 24*FRACUNIT,
mass = 100,
flags = MF_SPECIAL|MF_NOGRAVITY|MF_SLIDEME,
}
states[S_SING1] = {
sprite = SPR_SING,
frame = A,
tics = 1,
action = A_AttractChase,
var1 = 0,
var2 = 0,
nextstate = S_SING2,
}
states[S_SING2] = {
sprite = SPR_SING,
frame = B,
tics = 1,
action = A_AttractChase,
var1 = 0,
var2 = 0,
nextstate = S_SING3
}
states[S_SING3] = {
sprite = SPR_SING,
frame = C,
tics = 1,
action = A_AttractChase,
var1 = 0,
var2 = 0,
nextstate = S_SING4
}
states[S_SING4] = {
sprite = SPR_SING,
frame = D,
tics = 1,
action = A_AttractChase,
var1 = 0,
var2 = 0,
nextstate = S_SING5
}
states[S_SING5] = {
sprite = SPR_SING,
frame = E,
tics = 1,
action = A_AttractChase,
var1 = 0,
var2 = 0,
nextstate = S_SING6
}
states[S_SING6] = {
sprite = SPR_SING,
frame = F,
tics = 1,
action = A_AttractChase,
var1 = 0,
var2 = 0,
nextstate = S_SING7
}
states[S_SING7] = {
sprite = SPR_SING,
frame = G,
tics = 1,
action = A_AttractChase,
var1 = 0,
var2 = 0,
nextstate = S_SING8
}
states[S_SING8] = {
sprite = SPR_SING,
frame = H,
tics = 1,
action = A_AttractChase,
var1 = 0,
var2 = 0,
nextstate = S_SING9
}
states[S_SING9] = {
sprite = SPR_SING,
frame = I,
tics = 1,
action = A_AttractChase,
var1 = 0,
var2 = 0,
nextstate = S_SING10
}
states[S_SING10] = {
sprite = SPR_SING,
frame = J,
tics = 1,
action = A_AttractChase,
var1 = 0,
var2 = 0,
nextstate = S_SING11
}
states[S_SING11] = {
sprite = SPR_SING,
frame = K,
tics = 1,
action = A_AttractChase,
var1 = 0,
var2 = 0,
nextstate = S_SING12
}
states[S_SING12] = {
sprite = SPR_SING,
frame = L,
tics = 1,
action = A_AttractChase,
var1 = 0,
var2 = 0,
nextstate = S_SING13
}
states[S_SING13] = {
sprite = SPR_SING,
frame = M,
tics = 1,
action = A_AttractChase,
var1 = 0,
var2 = 0,
nextstate = S_SING14
}
states[S_SING14] = {
sprite = SPR_SING,
frame = N,
tics = 1,
action = A_AttractChase,
var1 = 0,
var2 = 0,
nextstate = S_SING15
}
states[S_SING15] = {
sprite = SPR_SING,
frame = O,
tics = 1,
action = A_AttractChase,
var1 = 0,
var2 = 0,
nextstate = S_SING16
}
states[S_SING16] = {
sprite = SPR_SING,
frame = P,
tics = 1,
action = A_AttractChase,
var1 = 0,
var2 = 0,
nextstate = S_SING17
}
states[S_SING17] = {
sprite = SPR_SING,
frame = Q,
tics = 1,
action = A_AttractChase,
var1 = 0,
var2 = 0,
nextstate = S_SING18
}
states[S_SING18] = {
sprite = SPR_SING,
frame = R,
tics = 1,
action = A_AttractChase,
var1 = 0,
var2 = 0,
nextstate = S_SING19
}
states[S_SING19] = {
sprite = SPR_SING,
frame = S,
tics = 1,
action = A_AttractChase,
var1 = 0,
var2 = 0,
nextstate = S_SING20
}
states[S_SING20] = {
sprite = SPR_SING,
frame = T,
tics = 1,
action = A_AttractChase,
var1 = 0,
var2 = 0,
nextstate = S_SING21
}
states[S_SING21] = {
sprite = SPR_SING,
frame = U,
tics = 1,
action = A_AttractChase,
var1 = 0,
var2 = 0,
nextstate = S_SING22
}
states[S_SING22] = {
sprite = SPR_SING,
frame = V,
tics = 1,
action = A_AttractChase,
var1 = 0,
var2 = 0,
nextstate = S_SING23
}
states[S_SING23] = {
sprite = SPR_SING,
frame = W,
tics = 1,
action = A_AttractChase,
var1 = 0,
var2 = 0,
nextstate = S_SING24
}
states[S_SING24] = {
sprite = SPR_SING,
frame = X,
tics = 1,
action = A_AttractChase,
var1 = 0,
var2 = 0,
nextstate = S_SING1
}
Last edited: