(10-17-2011, 02:22 PM)Apjjm Wrote: you can draw sprites and hence animations by simply making the sprite a particle in a particle system with 1 emitter that emits 1 particle of duration 1 frame per frame. You then just attach the ps to an entity or script area, swapping it out for different animations as and when required.
Nice thinking there. It would work. I have been able to set lights bound to monsters inactive (the cloaked man). Perhaps particle systems could work in the same way, thereby having a "walk", "standing still" and "attack" particle system swap possible. By creating a script area at each pathnode one should be able to switch between the walk and standing still animation. The attack animation though.. I don't know.