Trooper Dan, on 03 December 2018 - 04:40 AM, said:
No, I would start by using the mail command to spawn envelopes from the damaged wall using the code I gave you before. Once you confirm that the envelopes spawn and fall in the way that you want, then go about replacing their t-sprites with the sprites you made. If it doesn't work, then you'll just have to code the movement into your own actor by oscillating the xvel of the falling sprite using a sin function. Not super hard either way.
I can confirm that the wall tile spawns money that behaves how I'd like it to. I had a go at mimicking the code from the wiki page but my code won't compile. I'll explain my thinking (or lack thereof

)
So based on the wiki I need to assign 16 to the mdflags of the MONEY sprite/actor. I had tried renaming TEMP to LEAFVAR (just to make things clearer) but mapster didn't like this; said that it "...was expecting keyword, found "LEAFVAR"
gamevar TEMP 0 0
actor MONEY 1 LEAFFALL 0 0
getactor[THISACTOR].mdflags TEMP
orvar TEMP 16
setactor[THISACTOR].mdflags TEMP
Now I read through the ACTOR page on the wiki and after the name and strength values I need to define an action... so I created an action for my falling leaf sprite
define LEAF1 7642
useractor notenemy LEAF1 cstator 2305 ifaction 0 action LEAFFALL enda
action LEAFFALL 0 6 1 1 1 // my leaf sprite has 6 frames of animation
I then tried combining this with your previous code you had given me;
damageeventtilerange 7653 7655 //
onevent EVENT_DAMAGEWALL
ife wall[RETURN].picnum FOLIAGE1
{ money 7
gettspr[MONEY].tsprcstat TEMP
ifvarand TEMP 2
xorvar TEMP 2
settspr[LEAF1].tsprcstat TEMP }
endevent
I've no doubt made several errors, so if you can point me in the right direction it would be much appreciated.