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]