A triggered enemy

#3
Yes, "Triggered" uses its own animation which plays through once so you'll want to make the last frame of the triggered animation have an identical pose to the first frame of the walk (etc) animations so it blends seamlessly. In case you don't know, the 'Reset' movement option in the parameter editor works the same as trigger except the enemy will reset to it it's pre-triggered pose if the player leaves and comes back.

In the v1.2 translation patch, I enabled 'Trigger' for all enemies- even the ones that don't have a trigger animation. For those enemies, they stand frozen in their default pose until triggered. ‎  ‎ 
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Messages In This Thread
A triggered enemy - by Verdite - 2011-04-24, 10:30 PM
Re: A triggered enemy - by dmpdesign - 2011-04-25, 03:05 AM
Re: A triggered enemy - by HwitVlf - 2011-04-25, 11:08 AM
Re: A triggered enemy - by Verdite - 2011-04-25, 03:49 PM
Re: A triggered enemy - by HwitVlf - 2011-04-26, 12:27 AM



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