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Call animation for enemy?
39Games Offline
Junior Member

Posts: 48
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Joined: Jan 2013
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#3
RE: Call animation for enemy?

(02-02-2013, 07:15 AM)andyrockin123 Wrote: There is a basic function that allows use for specific animations, but it requires the use of path nodes:

AddEnemyPatrolNode(string& asName, string& asNodeName, float afWaitTime, string& asAnimation);

Basically, the enemy will move to a position node, then play an animation. To find the name of the animations to use in the string argument, open an enemy in the model editor, then go to "Settings>Animations". The brute has animations like "SwingClaws01" and "SwingClaws02".

Hope that helped!

Thanks, i'm going to test right now!

Ok, that did not work but I am going to have the enemy kill the player then the intro for the custom story will start, how could I accomplish that?
the OnDeath moment and possibly the intro?

(This post was last modified: 02-02-2013, 07:45 AM by 39Games.)
02-02-2013, 07:18 AM
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Messages In This Thread
Call animation for enemy? - by 39Games - 02-02-2013, 07:08 AM
RE: Call animation for enemy? - by Adny - 02-02-2013, 07:15 AM
RE: Call animation for enemy? - by 39Games - 02-02-2013, 07:18 AM



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