solarsnowfall wrote:The only reason I looked for an alternate for A_SpawnItem() was because the tail was being offset by quite a bit when the projectile was being spawned via ACS. If I specifiy a small offset eg A_SpawnItem("RedGlowTail", 1, 0, 0) then the tail is only offset by one unit, and it doesn't look so bad, but it's stull not perfect.
Put all blank frame before the actual frames of the puff-actor(your tail). This way, when the tail is spawn, there is a duration there the tail is inivsable. To better explain it. her'es an example one of my projectile tail actors:
[spoiler]ACTOR RedPuff
{
Radius 0
Height 0
Speed 0
Scale 1.0
PROJECTILE
RENDERSTYLE ADD
ALPHA 0.85
States
{
Spawn:
NULL A 3 Bright <-----This frame is blank
RPUF ABCDE 3 Bright <----When the tail actually appears graphically
Stop
}
}[/spoiler]
This is the best method that I know to correct the offset. Change the duration of the blank frame according to the tail's sprite size and speed of the projectile. 3-5 works pretty good, IMO.