Danukem, on 16 July 2022 - 04:17 PM, said:
Honestly it sounds like there are mistakes in your code, definitely in your smoke actor and probably in the way you are spawning it too. I don't want to try to guess what your mistakes are without seeing your code.
I personally have never tried writing a universal muzzleflash display routine. Mainly because the look, positioning and timing of the muzzleflash is specific to each weapon.
ok here's the code for explosion2
action EXPLOSION_FRAMES 0 20 1 1 4
actor EXPLOSION2 1 EXPLOSION_FRAMES
ifactioncount 1
spawn EXPLOSIONSMOKE1
ifactioncount 2
spawn EXPLOSIONSMOKE2
ifactioncount 20
killit
enda
And here's the code for the smoke effects
define EXPLOSIONSMOKE1 5192
define EXPLOSIONSMOKE2 5213
action EXPLOSIONSMOKE1FRAMES 0 21 1 1 10
actor EXPLOSIONSMOKE1 0 EXPLOSIONSMOKE1FRAMES
sizeto 256 256
sizeto 256 256
sizeto 256 256
cstat 2
ifactioncount 21
killit
enda
action EXPLOSIONSMOKE2FRAMES 0 21 1 1 10
actor EXPLOSIONSMOKE2 0 EXPLOSIONSMOKE2FRAMES
sizeto 256 256
cstat 2
ifactioncount 21
killit
enda
Thanks for the help. I think I'll just add the muzzle flashes to the sprites themselves the old fashioned way.