Anim death + # question

PS_VITA

Active member
Say I created a different death animation for a particular enemy: anim death40 where the enemy gets eaten by a shark. This enemy has multiple death animations.

How can I make that death animation exclusive to that enemy?

Or do I need to have all the others enemy also have a death anim40 animation, but just copy the old anim death code and be the same as their regular anim death?


I'm using attack40 which leads to fall 40 and ultimately death 40.

 
It just depends on the rest of your design.

One thing to note is when any reaction animations aren't available for an attack type, OpenBOR defaults back to type 1. So the simplest thing to do is just don't give others death40.

If there's no death at all, you get a normal fall.

Honestly though, it seems like you are misusing the attack type system. You should probably make that fatality a follow# and play it conditionally with a script function.

DC
 
Damon Caskey said:
It just depends on the rest of your design.

One thing to note is when any reaction animations aren't available for an attack type, OpenBOR defaults back to type 1. So the simplest thing to do is just don't give others death40.

If there's no death at all, you get a normal fall.

Honestly though, it seems like you are misusing the attack type system. You should probably make that fatality a follow# and play it conditionally with a script function.

DC
Thank you,

I'm interested in the follow # idea you proposed if you have an example please point me to it.
Also, that's cool that the engine internally points to the  default fall. Very useful info.
 
Damon Caskey

Is there a way to reverse the death of an enemy?
Say I attacked them and killed them with attack5, followed by the enemy anim fall5 and death5. Can I interrupt death5 from happening?

I tried adding hp, I tried changing the anim death #
No matter what, anim death5 still plays once the enemy hits the floor.

 
Damon Caskey

set_entity_property gave me an error yesterday,  but I used changeentityproperty  and it worked.

I was just wondering why it gave me an error and is this because the tutorial link you provided is a more updated version of openbor?
 
It's (set_entity_property) just an example to show you how it's done, but it's not released or added in the build. There's a lot of features that DC will add and information is really needed for it. I don't think it has information unless otherwise.

Isn't the entity property name "dead" like "exists"?
 
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