Custentity?

maxman

Well-known member
I know very older versions (Builds) work for custentity but it doesn't run with later versions like 3701. I think custentity is not functioning anymore. Anyway, I'm trying to make the entity play under or after the death animation of the character. I wanted to make it play like the very older ones from a few years ago. Let's say one char, in the older version from years ago, he dies and then he jumps up high and lands to knock off with his Raging Storm or whatever you call it. Then he jumps again. However, he only dies and jumps up high without landing, so it ends the level right there (when I'm using 3701 build).
 
I had the same problem when tring to make the zombies catch on fire (after being shot at with the flamrthrower) and walk around while alight then eventualy falling down burnt dead.
What i did is create a specific attack and death anim in which the zombie will spawn a separate entity (npc) jus before dieng, the entity has a spawn anim in which it is stumbling around while on fire (if player touches it player will get burned and it trys still to attack player;)). .then it plays idle anim kneeling down burning to death slowly. .it eventualy will just fall down to cinders completely dead.
I dont know if this will help you, but it was the only possible solution for me
 
Custentity here. I need to make my last change.

Geese:

anim death
loop      0
delay      120
offset    98 190
bbox      0 0 0 0
jumpframe  16 50 0 0
custentity geesed
spawnframe 17 240 240 280 1
        frame      data/chars/5geese/fall4.gif
delay      10
        frame      data/chars/5geese/rise1.gif
        frame      data/chars/5geese/rise2.gif
        frame      data/chars/5geese/de01.gif
        frame      data/chars/5geese/de02.gif
sound      data/sounds/gee06.wav
        frame      data/chars/5geese/de03.gif
        frame      data/chars/5geese/de04.gif
        frame      data/chars/5geese/de05.gif
        frame      data/chars/5geese/de06.gif
        frame      data/chars/5geese/de07.gif
delay      50
        frame      data/chars/5geese/de08.gif
delay      12
        frame      data/chars/5geese/de02.gif
        frame      data/chars/5geese/ret03.gif
        frame      data/chars/5geese/taunt1.gif
delay      60
sound      data/sounds/gee08.wav
        frame      data/chars/5geese/taunt2.gif
delay      30
        frame      data/chars/5geese/rise2.gif
delay      70
sound      data/sounds/run.wav
        frame      data/chars/5geese/ju01.gif
move      800
delay      100
        frame      data/chars/0objct/empty.gif

GeeseD:
name geesed
type enemy
speed  0
gfxshadow 1
lifespan 6

load    rstorm

anim spawn
loop      0
delay      200
offset    98 190
bbox      0 0 0 0
custentity rstorm
spawnframe 14 5 1 0 0
landframe  2
quakeframe 2 1 5
frame      data/chars/5geese/ju01.gif
delay      150
        frame      data/chars/5geese/de08.gif
delay      30
sound      data/sounds/fall2.wav
        frame      data/chars/5geese/de08.gif
delay      11
        frame      data/chars/5geese/ret03.gif
        frame      data/chars/5geese/taunt1.gif
        frame      data/chars/5geese/taunt2.gif
delay      12
        frame      data/chars/5geese/taunt3.gif
        frame      data/chars/5geese/taunt4.gif
delay      80
sound      data/sounds/gee07.wav
        frame      data/chars/5geese/taunt5.gif
delay      11
sound      data/sounds/gee10.wav
        frame      data/chars/5geese/rise1.gif
        frame      data/chars/5geese/rise2.gif
        frame      data/chars/5geese/de09.gif
delay      35
        frame      data/chars/5geese/de10.gif
delay      11
        frame      data/chars/5geese/de11.gif
        frame      data/chars/5geese/de12.gif
        frame      data/chars/5geese/de13.gif
delay      400
        frame      data/chars/5geese/de14.gif

anim walk
loop      0
delay      1
offset    0 0
bbox      0 0 0 0
        frame      data/chars/0objct/empty.gif

anim attack
loop      0
delay      1
offset    0 0
bbox      0 0 0 0
        frame      data/chars/0objct/empty.gif

RStorm:
name rstorm
health  0
type    none
nolife  1
alpha    1
remove  1

load    blink

anim idle
loop 0
delay 3
offset 200 256
quakeframe 1 50 -1
custentity blink
spawnframe 55 0 272 0 1
frame data/chars/0misc1/rast01.gif
sound  data/sounds/rstorm.wav
frame data/chars/0misc1/rast02.gif
attack  -600 0 1100 1000 0 1 1 0 13 90
dropv  15 2 0
frame data/chars/0misc1/rast03.gif
frame data/chars/0misc1/rast04.gif
frame data/chars/0misc1/rast05.gif
frame data/chars/0misc1/rast06.gif
frame data/chars/0misc1/rast07.gif
frame data/chars/0misc1/rast08.gif
frame data/chars/0misc1/rast09.gif
frame data/chars/0misc1/rast10.gif
frame data/chars/0misc1/rast11.gif
frame data/chars/0misc1/rast12.gif
frame data/chars/0misc1/rast13.gif
frame data/chars/0misc1/rast14.gif

frame data/chars/0misc1/rast06.gif
frame data/chars/0misc1/rast07.gif
frame data/chars/0misc1/rast08.gif
frame data/chars/0misc1/rast09.gif
frame data/chars/0misc1/rast10.gif
frame data/chars/0misc1/rast11.gif
frame data/chars/0misc1/rast12.gif
frame data/chars/0misc1/rast13.gif
frame data/chars/0misc1/rast14.gif

frame data/chars/0misc1/rast06.gif
frame data/chars/0misc1/rast07.gif
frame data/chars/0misc1/rast08.gif
frame data/chars/0misc1/rast09.gif
frame data/chars/0misc1/rast10.gif
frame data/chars/0misc1/rast11.gif
frame data/chars/0misc1/rast12.gif
frame data/chars/0misc1/rast13.gif
frame data/chars/0misc1/rast14.gif

frame data/chars/0misc1/rast06.gif
frame data/chars/0misc1/rast07.gif
frame data/chars/0misc1/rast08.gif
frame data/chars/0misc1/rast09.gif
frame data/chars/0misc1/rast10.gif
frame data/chars/0misc1/rast11.gif
frame data/chars/0misc1/rast12.gif
frame data/chars/0misc1/rast13.gif
frame data/chars/0misc1/rast14.gif

frame data/chars/0misc1/rast06.gif
frame data/chars/0misc1/rast07.gif
frame data/chars/0misc1/rast08.gif
frame data/chars/0misc1/rast09.gif
frame data/chars/0misc1/rast10.gif
frame data/chars/0misc1/rast11.gif
frame data/chars/0misc1/rast12.gif
frame data/chars/0misc1/rast13.gif
frame data/chars/0misc1/rast14.gif

frame data/chars/0misc1/rast15.gif
frame data/chars/0misc1/rast16.gif
attack  0 0 0 0
frame data/chars/0misc1/rast17.gif
frame data/chars/0misc1/rast18.gif
frame data/chars/0misc1/rast19.gif
frame data/chars/0misc1/rast20.gif
frame data/chars/0misc1/empty.gif

Blink:
name blink
type panel
speed  10
setlayer 300
alpha  2

anim idle
loop      1
delay    7
offset    480 272
frame    data/chars/0misc2/blink1.gif
frame    data/chars/0misc2/blink2.gif
frame    data/chars/0misc2/blink3.gif
frame    data/chars/0misc2/blink4.gif
frame    data/chars/0misc2/blink5.gif
frame    data/chars/0misc2/blink6.gif
frame    data/chars/0misc2/blink7.gif
frame    data/chars/0misc2/blink8.gif
frame    data/chars/0misc2/blink9.gif
delay    300
frame    data/chars/0misc2/blinka.gif
 
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