The actor has less frames defined than the model.

eg

DECORATE

But your MODELDEF has far more frames

Code: Select all

```
FrameIndex MOVE A 0 1 //Chase
FrameIndex MOVE B 0 2
FrameIndex MOVE C 0 3
FrameIndex MOVE D 0 4
FrameIndex MOVE E 0 5
FrameIndex MOVE F 0 6
FrameIndex MOVE G 0 7
FrameIndex MOVE H 0 8
FrameIndex MOVE I 0 9
FrameIndex MOVE J 0 10
FrameIndex MOVE K 0 11
FrameIndex MOVE L 0 12
FrameIndex MOVE M 0 13
FrameIndex MOVE N 0 14
FrameIndex MOVE O 0 15
FrameIndex MOVE P 0 16
FrameIndex MOVE Q 0 17
FrameIndex MOVE R 0 18
FrameIndex MOVE S 0 19
FrameIndex MOVE T 0 20
FrameIndex MOVE U 0 21
FrameIndex MOVE V 0 22
FrameIndex MOVE W 0 23
FrameIndex MOVE X 0 24
FrameIndex MOVE Y 0 25
FrameIndex MOVE Z 0 26
FrameIndex MOVE AB 0 27
FrameIndex MOVE AC 0 28
FrameIndex MOVE AD 0 29
```

Your see state would have to look something like this

Code: Select all

```
See:
MOVE ABCDEFGHIJKLMNOPQRSTUVWXYZ[\] 3 A_Chase
loop
```

And the last 3 frames in modeldef are illegal names.

Code: Select all

```
FrameIndex MOVE AB 0 27
FrameIndex MOVE AC 0 28
FrameIndex MOVE AD 0 29
```

They should be something like

Code: Select all

```
FrameIndex MOVE [ 0 27
FrameIndex MOVE \ 0 28
FrameIndex MOVE ] 0 29
```

Also, I think you will have to provide actual sprites in the WAD to make this work - so why not use existing sprites? They will never be seen anyway. eg

Code: Select all

```
See:
POSS ABCDEFGHIJKLMNOPQRSTU 3 A_Chase
SPOS ABCDEFGH 3 A_Chase
loop
```

Code: Select all

```
FrameIndex POSS A 0 1 //Chase
FrameIndex POSS B 0 2
FrameIndex POSS C 0 3
FrameIndex POSS D 0 4
FrameIndex POSS E 0 5
FrameIndex POSS F 0 6
FrameIndex POSS G 0 7
FrameIndex POSS H 0 8
FrameIndex POSS I 0 9
FrameIndex POSS J 0 10
FrameIndex POSS K 0 11
FrameIndex POSS L 0 12
FrameIndex POSS M 0 13
FrameIndex POSS N 0 14
FrameIndex POSS O 0 15
FrameIndex POSS P 0 16
FrameIndex POSS Q 0 17
FrameIndex POSS R 0 18
FrameIndex POSS S 0 19
FrameIndex POSS T 0 20
FrameIndex POSS U 0 21
FrameIndex SPOS A 0 22
FrameIndex SPOS B 0 23
FrameIndex SPOS C 0 24
FrameIndex SPOS D 0 25
FrameIndex SPOS E 0 26
FrameIndex SPOS F 0 27
FrameIndex SPOS G 0 28
FrameIndex SPOS H 0 29
```

The actor has less frames defined than the model.

eg

DECORATE

[code]See:

MOVE ABCDE 3 A_Chase

loop[/code]

But your MODELDEF has far more frames

[code] FrameIndex MOVE A 0 1 //Chase

FrameIndex MOVE B 0 2

FrameIndex MOVE C 0 3

FrameIndex MOVE D 0 4

FrameIndex MOVE E 0 5

FrameIndex MOVE F 0 6

FrameIndex MOVE G 0 7

FrameIndex MOVE H 0 8

FrameIndex MOVE I 0 9

FrameIndex MOVE J 0 10

FrameIndex MOVE K 0 11

FrameIndex MOVE L 0 12

FrameIndex MOVE M 0 13

FrameIndex MOVE N 0 14

FrameIndex MOVE O 0 15

FrameIndex MOVE P 0 16

FrameIndex MOVE Q 0 17

FrameIndex MOVE R 0 18

FrameIndex MOVE S 0 19

FrameIndex MOVE T 0 20

FrameIndex MOVE U 0 21

FrameIndex MOVE V 0 22

FrameIndex MOVE W 0 23

FrameIndex MOVE X 0 24

FrameIndex MOVE Y 0 25

FrameIndex MOVE Z 0 26

FrameIndex MOVE AB 0 27

FrameIndex MOVE AC 0 28

FrameIndex MOVE AD 0 29[/code]

Your see state would have to look something like this

[code]See:

MOVE ABCDEFGHIJKLMNOPQRSTUVWXYZ[\] 3 A_Chase

loop[/code]

And the last 3 frames in modeldef are illegal names.

[code] FrameIndex MOVE AB 0 27

FrameIndex MOVE AC 0 28

FrameIndex MOVE AD 0 29[/code]

They should be something like

[code] FrameIndex MOVE [ 0 27

FrameIndex MOVE \ 0 28

FrameIndex MOVE ] 0 29[/code]

Also, I think you will have to provide actual sprites in the WAD to make this work - so why not use existing sprites? They will never be seen anyway. eg

[code]See:

POSS ABCDEFGHIJKLMNOPQRSTU 3 A_Chase

SPOS ABCDEFGH 3 A_Chase

loop[/code]

[code] FrameIndex POSS A 0 1 //Chase

FrameIndex POSS B 0 2

FrameIndex POSS C 0 3

FrameIndex POSS D 0 4

FrameIndex POSS E 0 5

FrameIndex POSS F 0 6

FrameIndex POSS G 0 7

FrameIndex POSS H 0 8

FrameIndex POSS I 0 9

FrameIndex POSS J 0 10

FrameIndex POSS K 0 11

FrameIndex POSS L 0 12

FrameIndex POSS M 0 13

FrameIndex POSS N 0 14

FrameIndex POSS O 0 15

FrameIndex POSS P 0 16

FrameIndex POSS Q 0 17

FrameIndex POSS R 0 18

FrameIndex POSS S 0 19

FrameIndex POSS T 0 20

FrameIndex POSS U 0 21

FrameIndex SPOS A 0 22

FrameIndex SPOS B 0 23

FrameIndex SPOS C 0 24

FrameIndex SPOS D 0 25

FrameIndex SPOS E 0 26

FrameIndex SPOS F 0 27

FrameIndex SPOS G 0 28

FrameIndex SPOS H 0 29[/code]