@vortech
I'm wrong about needing v3.31 or above. Actually, you can do it right now with the commands that are already available. When I made the statement of needing a newer version I was thinking of how I want to tweak the code some more. In order to make a character die in slow motion you would need to modify the "throw" scripts in the people folder. However, modifying the script will cause ALL characters to die in slow motion. Lee has hardcoded running these scripts when a character dies. What I would need to do is make sure that only the character that you want to die in slow motion uses the necessary modified script and all the others would use the normal script. This will come later in a newer version. For example, here is the throwback.fpi script that I modified to run in slow motion.
;Artificial Intelligence Script
;Header
desc = Throw Back / Hit Wall / Fall Forwards
;Triggers
:state=0:state=1,setframe=11
:state=1,healthless=25:rpg_setentityspeed=5,rpg_setentityanimationspeed=5
:state=1:incframe=11
:state=1,framebeyond=11 50,noraycastup=0 -50:setframe=11,incframe=11,advframe=50
:state=1,raycast=0 40,framewithin=11 50:setframe=12,forcebounce=0,state=2
:state=1,raycast=0 60,framebeyond=11 50:forcebounce=0
:state=1,frameatend=11:state=4
:state=2,healthless=25:rpg_setentityspeed=5,rpg_setentityanimationspeed=5
:state=2:incframe=12
:state=2,frameatend=12:state=5
:state=4,healthless=25:rpg_setentityspeed=5,rpg_setentityanimationspeed=5
:state=4,health=0:runfpidefault=1
:state=4:state=7,setframe=13
:state=5,healthless=25:rpg_setentityspeed=5,rpg_setentityanimationspeed=5
:state=5,health=0:runfpidefault=1
:state=5:state=9,setframe=13,incframe=13,advframe=50
:state=7,healthless=25:rpg_setentityspeed=5,rpg_setentityanimationspeed=5
:state=7,random=20:state=8
:state=8,healthless=25:rpg_setentityspeed=5,rpg_setentityanimationspeed=5
:state=8:incframe=13
:state=8,frameatend=13:animate=1,runfpidefault=1
:state=9,healthless=25:rpg_setentityspeed=5,rpg_setentityanimationspeed=5
:state=9,random=20:state=10
:state=10,healthless=25:rpg_setentityspeed=5,rpg_setentityanimationspeed=5
:state=10:incframe=13
:state=10,frameatend=13:animate=1,runfpidefault=1
;End of Script
You will notice the line:
:state=x,healthless=25:rpg_setentityspeed=5,rpg_setentityanimationspeed=5
I'm not sure if this line needs to be available for every state but I did that just to make sure it never got missed. So, the x is for each state that is in existence and it is at the beginning of each state grouping. The condition "healthless" could have a smaller value. You need to tweak the value to fit in with how you want it to play out. Sometimes the character, after falling down, can get back up. So, there might be some adjustment needed.
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