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Post by ejlnmusic on Aug 7, 2018 11:01:09 GMT
Hi, so now we have death when enemy health is 0. All nice and dandy...if I, for example, want to create animated sequence think as execute mode so when execute is pressed player play animation as supposed but I want to have a different animation for an enemy. I mean I can trigger it with a parameter but then when it finished playing executed animation it plays normal death animation and all events it has...which looks weird. What I have in mind is something like this: So selector would decide if an enemy was killed or executed and on end transition, it will trigger isDead and go through events, hopefully. Basically what I want is, if several conditions are met you can execute enemy with one shot and then play mumbo jumbo animations (i got that working) but for an enemy, it is important that when played executed animation it just skip to OnDead events without playing normal Death animation. Is that doable? If so, any ideas?
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Post by tharindu on Aug 7, 2018 20:01:32 GMT
Hi, so now we have death when enemy health is 0. All nice and dandy...if I, for example, want to create animated sequence think as execute mode so when execute is pressed player play animation as supposed but I want to have a different animation for an enemy. I mean I can trigger it with a parameter but then when it finished playing executed animation it plays normal death animation and all events it has...which looks weird. What I have in mind is something like this: So selector would decide if an enemy was killed or executed and on end transition, it will trigger isDead and go through events, hopefully. Basically what I want is, if several conditions are met you can execute enemy with one shot and then play mumbo jumbo animations (i got that working) but for an enemy, it is important that when played executed animation it just skip to OnDead events without playing normal Death animation. Is that doable? If so, any ideas? Why not have a DeathID parameter like the AttackID animations to figure out what Dead animation you want to trigger ? You can set the DeathID like AttackID is set, except that you modify the script that triggers dead state to also change the DeathID based on your conditions. I used something similar in the past to create some take down animations.
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Post by ejlnmusic on Aug 7, 2018 20:08:21 GMT
hmmm...this sounds doable. thanks tharindu
Yes that solved it for me thanks man!
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