(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?