Metal96
Member
Hello all,
So to begin, I have a simple question: can the player mobj states be changed to have different actions? I have concluded that the actions of each state are entirely hardcoded, meaning anything put into the "action" spot will just be ignored--no matter what. However, I can change the length/next attributes of the states which seems to be contradictory to my conclusion...
Anyway, the point is I want a script to execute when the player dies. So I stuck A_LinedefExecute into the second frame of the dying sequence, as the first already had A_Fall. It didn't work. I also tried redirecting the player mobj to a freeslot with the action, which didn't do anything at all. However, I can change the "next" states internally with the states in the player mobj, but I cannot get actions to work. Is there some way to do this without a source mod?
So to begin, I have a simple question: can the player mobj states be changed to have different actions? I have concluded that the actions of each state are entirely hardcoded, meaning anything put into the "action" spot will just be ignored--no matter what. However, I can change the length/next attributes of the states which seems to be contradictory to my conclusion...
Anyway, the point is I want a script to execute when the player dies. So I stuck A_LinedefExecute into the second frame of the dying sequence, as the first already had A_Fall. It didn't work. I also tried redirecting the player mobj to a freeslot with the action, which didn't do anything at all. However, I can change the "next" states internally with the states in the player mobj, but I cannot get actions to work. Is there some way to do this without a source mod?