thisbecasper, on 13 February 2021 - 09:45 AM, said:
Some existing actors are ones we wont encounter when playing DM, but have nice animations (e.g. OOZFILTER could be a new item to be picked up). Should I understand your reply as it can't be done, or how would I go about overwriting OOZFILTER? I've also not experimented with creating actors with animation myself, but the tiles that can make up an animation are usually an existing actor - I don't know if my point came across very well...
Maybe I am misunderstanding, does it make any difference having "useractor OOZFILTER ..." instead of "actor OOZFILTER ..."?
i still dont quite get what you want to do, if you want a new pickup, but use the oozefilter' animation you could create a new actor, make some rudimentary art for it ( doesnt matter how ugle, you wont see it ) and set the action to the value of your actor - the first animation frame of the oozefilter and set up the rest accordingly ( if it has 4 animation frames set it up as such ) and then add your code for picking the item up like you would on any other pickup.
so for example, you create a new useractor like
define MYPICKUPACTOR **** where **** is the arttile you import
action MYPICKUPANIMATION ***** - 1079 for oozefilter, so say my art is 3000, then 3000 - 1079 = 1921, so the first frame has an offset of -1921
and your all set, the animation is 'hardcoded'
so
define MYPICKUPACTOR ****
action MYPICKUPANIMATION *****
useractor notenemy MYPICKUPACTOR 0 MYPICKUPANIMATION
sizeat X X
fall // if you want it to fall, if not dont use this command
ifmove RESPAWN_ACTOR_FLAG
state respawnit
else
ifp pshrunk nullop
else
ifp palive
ifcount 6
ifpdistl RETRIEVEDISTANCE
ifcanseetarget
{
addammo PISTOL_WEAPON PISTOLAMMOAMOUNT
quote 65
ifspawnedby AMMO
state getcode
else
state quikget
}
enda