I'd like that my elemental snake to do a full spin on itself before throwing its trap (a bomb-like object that transofrms itsel fin a trap when it hits something).
But I have absolutely no animation skill.
So, the idea is to play "turn left" animation 4 times before throwing the trap. (it would let the player a bit of time to know that he/she must dodge the incoming attack).
My question is : is there a way to put several animations on a queue when using the MonsterAttackComponent (it seem there's an "animations" field but I don't know the syntax to use it and I'm not sure it would do what I want)
Playing different animations
- zimberzimber
- Posts: 432
- Joined: Fri Feb 08, 2013 8:06 pm
Re: Playing different animations
You could add delayed calls to force the turn action to an external script entity, and have the snake call it once the attack starts, and have the last delayed call force the snake to attack. But the animation cycle here won't be as smooth, or may get cut in the middle, because the snake will not perform an action if it didn't finish its previous one.
Or you could add a local counter to the brain, and have the onThink function execute an action based on that counter.
Crude example:
Or you could add a local counter to the brain, and have the onThink function execute an action based on that counter.
Crude example:
Code: Select all
local c = 0
if c == 1 then
do 'x'
c = c + 1
elseif c == 2 then
do 'y'
c = c + 1
else
do 'z'
c = 0
end