onevent EVENT_GAME . . . ifactor MACE2 { getactorvar[THISACTOR].ACTORCOUNT countvar addvar countvar 1 setactorvar[THISACTOR].ACTORCOUNT countvar ifvare countvar 5 { ifaction MACEFRAMES action MACEFRAMES2 else ifaction MACEFRAMES2 action MACEFRAMES3 else ifaction MACEFRAMES3 action MACEFRAMES4 else ifaction MACEFRAMES4 action MACEFRAMES5 else ifaction MACEFRAMES5 action MACEFRAMES6 else ifaction MACEFRAMES6 action MACEFRAMES7 else ifaction MACEFRAMES7 action MACEFRAMES setvar countvar 0 setactorvar[THISACTOR].ACTORCOUNT countvar } } . . . endevent define MACE2 7408 define MACESTAND 7414 action MACEFRAMES 0 1 1 action MACEFRAMES2 1 1 1 action MACEFRAMES3 2 1 1 action MACEFRAMES4 3 1 1 action MACEFRAMES5 4 1 1 action MACEFRAMES6 5 1 1 action MACEFRAMES7 6 1 1 defineprojectile MACE2 PROJ_WORKSLIKE 6278 //4096 + 2048 + 4 + 2 defineprojectile MACE2 PROJ_SPAWNS MACESTAND defineprojectile MACE2 PROJ_VEL 125 defineprojectile MACE2 PROJ_EXTRA 0 defineprojectile MACE2 PROJ_DROP -75 defineprojectile MACE2 PROJ_ISOUND -1 defineprojectile MACE2 PROJ_HITRADIUS 1 defineprojectile MACE2 PROJ_BOUNCES 4 defineprojectile MACE2 PROJ_BSOUND -1 defineprojectile MACE2 PROJ_XREPEAT 50 defineprojectile MACE2 PROJ_YREPEAT 50 defineprojectile MACE2 PROJ_CSTAT 1 defineprojectile MACE2 PROJ_CLIPDIST 70 useractor notenemy MACE2 0 MACEFRAMES enda useractor notenemy MACESTAND 0 sizeat 50 50 enda
That's the code I used for an object that is spawned upon the death of a monster... It basically spawns, falls on the ground, spins 4 times, and then disappears... it doesn't spawn the MACESTAND actor. What's wrong? And, this code USED to work on old versions.