Call animation for enemy? - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: Call animation for enemy? (/thread-20140.html) |
Call animation for enemy? - 39Games - 02-02-2013 Hi, i've set a player to look at an enemy and I was wondering if there is a code to call an animation on the enemy? Like void CallAnimation(asEntity, animation) or something like that? RE: Call animation for enemy? - Adny - 02-02-2013 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! RE: Call animation for enemy? - 39Games - 02-02-2013 (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: 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? |