Solved Looping Death Animations?

Question that is answered or resolved.

Weoooo

Member
So I've been thinking, would it be in any way possible to have a death animation that loops? Say, sparks coming out of a blowed up robot or something. As far as I understand it, it's not, the death animation has to finish before the game considers it dead. I tried the remove_corpse stuff and I could be doing it totally wrong, but it didn't work. Anytime there was a wait required the game froze. I suppose you could just take all of those out to create a souls game like experience of just running through the level and hoping beating the boss finishes it, but that doesn't seem like the type of gameplay endemic to the genre.

I... suppose you could do some fiddly stuff by despawning the character and replacing it with an animated object? I also imagine that's how you'd do any interaction stuff, too. Like if you wanted to use a body as a weapon or loot it or something. I donno. I'm wondering if anyone's fooled around with this before.
 
Solution
You are correct, the native death system does not consider a dead object out of play until its animation is complete.

There are at least a dozen ways to achieve what you want, but the simplest thing (and what pretty much all professional devs do) is to spawn a new inert object (in OpenBOR a none or obstacle type) on death.

DC
You are correct, the native death system does not consider a dead object out of play until its animation is complete.

There are at least a dozen ways to achieve what you want, but the simplest thing (and what pretty much all professional devs do) is to spawn a new inert object (in OpenBOR a none or obstacle type) on death.

DC
 
Solution
You are correct, the native death system does not consider a dead object out of play until its animation is complete.

There are at least a dozen ways to achieve what you want, but the simplest thing (and what pretty much all professional devs do) is to spawn a new inert object (in OpenBOR a none or obstacle type) on death.

DC

Ah, got it. That's what I thought was the case.
 
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