Couldn't you have the death state start the object's thinker, and the normal states lead to state 314? In fact, you could have a different thing for each state, and have each thing spawn the next upon reaching deathstate. That way it could check whether it was on the wall or not every single state.Draykon said:Unfortunately only the opposite is really possible. An object with MF_MISSILE will die (Not vanish, but go to its deathstate) on contact with a wall, which is how Senku's walljump works, but you can't have an object die when it stops touching the wall. (Though you could probably have the object in question spawn a replica of itself each tic, and vanish the next. That would produce a similar effect, but the object wouldn't be able to be animated, or really do much of anything.)
Kaysakado said:Couldn't you have the death state start the object's thinker, and the normal states lead to state 314? In fact, you could have a different thing for each state, and have each thing spawn the next upon reaching deathstate. That way it could check whether it was on the wall or not every single state.Draykon said:Unfortunately only the opposite is really possible. An object with MF_MISSILE will die (Not vanish, but go to its deathstate) on contact with a wall, which is how Senku's walljump works, but you can't have an object die when it stops touching the wall. (Though you could probably have the object in question spawn a replica of itself each tic, and vanish the next. That would produce a similar effect, but the object wouldn't be able to be animated, or really do much of anything.)
then im bad at reading posts argle fargleDraykon said:Kaysakado said:Couldn't you have the death state start the object's thinker, and the normal states lead to state 314? In fact, you could have a different thing for each state, and have each thing spawn the next upon reaching deathstate. That way it could check whether it was on the wall or not every single state.Draykon said:Unfortunately only the opposite is really possible. An object with MF_MISSILE will die (Not vanish, but go to its deathstate) on contact with a wall, which is how Senku's walljump works, but you can't have an object die when it stops touching the wall. (Though you could probably have the object in question spawn a replica of itself each tic, and vanish the next. That would produce a similar effect, but the object wouldn't be able to be animated, or really do much of anything.)
Wait, isn't that what I just said but worded differently?