It's hard to explain in detail. Here's the script though:
anim follow1
@script
if(frame>=1){
void self = getlocalvar("self");
int x = getentityproperty(self, "x"); // Get current x coordinate
int z = getentityproperty(self, "z"); // Get current y coordinate
int...
Well, if it works for you then you could use it.
I prefer using script so I could control where the enemy would pick the next z coord after leaving the screen.
Alright, after finding proper character to show this, I've made this enemy called GoonRun.
As his name implies, this enemy runs all of the time and act like SoR2 biker. However, he reacts like normal enemy if struck by attacks.
HTH
Are you trying to make enemy which moves back n forth like a biker enemy but when he/she/it is defeated, he/she/it will play anim fall? The fall animation is similar to any default character right?
Keeping enemies from going too far offscreen is doable. There are 2 ways (at least) to do it:
1. Placing a pair of invisible huge block offscreen, one to the left and the other to the right. The one on the right could be removed with script if needed to allow progressing.
2. Using enemy puller...
Oh, for ladder climbing system, it's best to use script to detect nearby ladder and enter climbing state.
You should try Double Dragon Mini to see such script.
It's hard to help without knowing what you've actually done or without trying the game ourselves. You'd have to share the game for us to test and diagnose.
It is possible to change animation when player is close to another entity but why would player do that?
If the purpose is to change weapon, it would be easier to use item either using subtype touch or itembox for that.
Sorry about that. Multitasking made me forgot my old scripts.
Anyways, to solve your negative altitude issue, I suggest making clone of grabbed pose in FALL4 whose offset is lower than the actual one. With this clone frame, the set altitude for position function would be higher and positive.
I believe this is the cause:
This function binds opponent at 0 altitude difference or IOW if the grabbed is on the ground, the opponent would be on the ground as well.
This causes opponent (which is playing FALL animation) to spawn dust and fall sound as if he/she/it has landed on ground.
The...