The script would look something like this:
When I receive [Enemy Killed v] switch to costume [Enemy Death 1 v] wait [0.1] secs switch to costume [Enemy Death 2 v] wait [0.1] secs switch to costume [Enemy Death 3 v] wait [0.1] secs hideHope that helps!
when gf clicked forever if <[health] < [10]> broadcast [Enemy Killed v] end
Last edited by shivadas (2013-03-30 02:20:39)
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shivadas wrote:
The script would look something like this:
When I receive [Enemy Killed v] switch to costume [Enemy Death 1 v] wait [0.1] secs switch to costume [Enemy Death 2 v] wait [0.1] secs switch to costume [Enemy Death 3 v] wait [0.1] secs hideHope that helps!
EDIT: That script would only work if you had another script broadcasting "Enemy Killed," so for now let's say an enemy dies when health < 10, and the script would look like this:when gf clicked forever if <[health] < [10]> broadcast [Enemy Killed v] end
oh yeah, I forgot to mention the enemy was moving. how do i make it stop?
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RetracO77 wrote:
shivadas wrote:
The script would look something like this:
When I receive [Enemy Killed v] switch to costume [Enemy Death 1 v] wait [0.1] secs switch to costume [Enemy Death 2 v] wait [0.1] secs switch to costume [Enemy Death 3 v] wait [0.1] secs hideHope that helps!
EDIT: That script would only work if you had another script broadcasting "Enemy Killed," so for now let's say an enemy dies when health < 10, and the script would look like this:when gf clicked forever if <[health] < [10]> broadcast [Enemy Killed v] endoh yeah, I forgot to mention the enemy was moving. how do i make it stop?
It will stop moving, that is, if your movement is controlled by a forever loop
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If the enemy moves:
when gf clicked forever if <life > (0)> movement and stuff else death animation wait till respawn, or just hide it set [life] to [whatever amount of life it had] end endCan't get the "if...else..." block to work...
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