You don't like to add three of them? death30, death31 and death32 (with same animations a.k.a copy-paste)
I am a bit confused here.Hi team, I've updated my post with illustrations to further explain my question.
void lifeCheck (int iLife, void Ani)
// Check the life and change the animation if the life is lower than given value
// O Ilusionista - 04/01/2014
{
void self = getlocalvar("self");
void Health = getentityproperty(self,"health");
if(Health<=iLife)
{
changeentityproperty(self, "animation", openborconstant(Ani));
}
}
@script
void self = getlocalvar("self");
void Health = getentityproperty(self,"health");
int iLife = 30;
if(Health<=iLife)
{
changeentityproperty(self, "animation", openborconstant("ANI_DIE33"));
}
@end_script
This is exactly my question. Sorry I just don't know how else to explain and I'm struggling to find a way to explain it.I think the question is this: a character can get hit by attack 32, die, play fall 32 which would lead to death 32. But what if, during the fall 32 animation, they do something that feels like it should prompt a different animation?
Err.. have you read my reply?I can't seem to find a way to change a fall32 into a say death33, 34 or whatever death anim number
I have, but clearly I'm bad explaining my problem.Err.. have you read my reply?
void lifeCheckP (int Percent, void Ani)
// Check the life and change the animation if the health falls below defined percentage
// Douglas Baldan - 04/11/2013
//update by Bloodbane - 18/11/2017
{
void self = getlocalvar("self");
int MHealth = getentityproperty(self,"maxhealth");
int Health = getentityproperty(self,"health");
if(Health*100 <= Percent*MHealth){
changeentityproperty(self, "animation", openborconstant(Ani));
}
}