![]() ZDoom however allows you to have up to 16 rotations for each sprite. Moving actors such as monsters and players typically have eight rotations in the original games. BON1A0 will be used to represent the health bonus no matter which angle you are looking at it from. Generally, items and decorations have only one angle, denoted by a 0 (zero) after their frame letter. For instance, after using POSS]0, it would make sense to use POS2A0. If you require additional frames beyond, you can simply create a new sprite name. The backslash character is still used in DECORATE, however. If using the \ frame in a PK3 archive format, note that the file name for the sprite must use a caret ( ^) instead of a backslash ( \). For example POSSA1 is the first walking frame of the zombie trooper, POSSG1 is the pain frame (the animations themselves can be controlled with DEHACKED or DECORATE ). You can have 29 frames of animation for any one sprite name, one for each letter of the alphabet plus. This only works with A_SpawnItemEx, and should not be attempted with anything else. They also must not be used for the first frame of an actor, as the lack of a sprite will cause the Missing Actor object to be spawned instead (dark red sign with a yellow exclamation point).Īctors spawned with A_SpawnItemEx can utilize SXF_TRANSFERSPRITEFRAME, allowing use of the two preserving names above for the first frame of the initializing actor. To be parsed correctly in DECORATE rather than ZScript, the -, # and # names must be placed within quotes (e.g., "-" A -1). An example is the GenericFreezeDeath state in Actor. Using # for the sprite means "keep previous sprite" and using # for the letter means "keep previous letter". # This sprite is interpreted as -, but with the difference that it allows overriding selectively either the sprite or the letter, or both. The frame letter is irrelevant, though "A" is generally used. A This sprite is interpreted as "keep previous sprite". For actors needing to be invisible, use TNT1. Even if graphics are provided (for example, a TNT1A0 lump), it will remain invisible. TNT1 A Originally introduced by TeamTNT in Boom, TNT1 frame A is an invisible sprite. There are three "reserved" sprite names that have specific effects. Where NNNN is an arbitrary name for the sprite, F is a letter specifying the frame position (walking1, walking2, shooting, etc), and A specifies the angle. ![]()
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