Firstly, if i successfully get help with the below problem i will give a lifetime membership to arteria3d, plus model a character to the spec of the helper.
Requirements from me are, that help is given immediatally, as time is the esssence.
I have two problems with my scripts
The first problem, is that when the enemy takes damage, and falls to the floor, on respawning, it takes him a few seconds to re-attack the player, even if the player is close - here is the script:
;header
desc = Goblin3
;Triggers
:state=0:animate=2,state=1
:state=1,plrdistfurther=380:rotatetoplr,animate=1,state=1
:state=1,plrdistwithin=380:rotatetoplr,movefore=10,animate=2,movefore=10:state=1
:state=1,plrdistwithin=90:animate=95,setframe=95,state=5;attack
;attack
:state=5,framebeyond=95 16:plraddhealth=-9,state=8,sound=gamecore\guns\cartoonpack\punch\punch.wav
:state=5:incframe=95,rotatetoplr
:state=5,frameatend=95:state=8
:state=5,plrdistfurther=90:rotatetoplr,setframe=2,animate=2,state=1
:state=8:incframe=95
:state=8,frameatend=95:state=5
:state=8:setframe=2,animate=2,state=1
The second problem in the script below, is that when the player attacks the enemy and he falls to the floor, then to respawn, the enemy will start to play its idle animation, then repeat his fight animation, and then continue on his next path of action
;Triggers
;WALKING WAYPOINTS
:waypointstate=0:animate=2,waypointstart
:waypointstate=3:animate=2,waypointnext
:waypointstate=4:animate=2,waypointrandom
:waypointstate=5:animate=2,waypointreverse
;DETECT PLAYER
:state=0,plrdistwithin=900,plrcanbeseen:waypointstop,state=9,rotatetoplr,setframe=3
;DETECT DAMAGE
:shotdamage=1:waypointstop,state=9,rotatetoplr,setframe=3
;INTRO ANIMATION
:state=9:waypointstop,incframe=1
:state=9,frameatend=1:animate=1,state=1
;MELEE ATTACK 1
:state=1,plrdistfurther=70:waypointstop,rotatetoplr,movefore=2,animate=3
:state=1,plrdistwithin=70:waypointstop,rotatetoplr,setframe=94,state=7
:state=7,framebeyond=94 30,plrdistwithin=70:plraddhealth=-10,state=21,sound=gamecore\guns\cartoonpack\cartoonsword\steelsword.wav
:state=7:incframe=94,rotatetoplr
:state=7,frameatend=94:animate=1,state=9
:state=21:incframe=94,rotatetoplr
:state=21,frameatend=94:animate=1,state=9;this is the callback after the enemy dies to reset his aimation
My email is
[email protected] - or you can speak to me on msn messenger at the same email address
I look forward to your replies
Thanks
Steve