Solved A doubt while creating enemy variants

Question that is answered or resolved.

Crimsondeath

Well-known member
Greetings,
Any way to create enemy variations using the same entity?
For example:

K7PoTow.gif

Kevin​
fBZB0NX.gif

Bryan​

Both enemies share the same sprite (different color pallete) but I want they use different attacks and moves.

The way I do it's by creating two different files (Kevin.txt and Bryan.txt), but... It's possible to do it with just one file? And disable some attacks for one and allow some moves for the other?

Thanks.
 
Last edited:
Solution
@Crimsondeath, as @msmalik681 pointed out you can do this with weapon models. You can of course also do scripted model switching and even switching animations based on color palette. However, for a lot of different reasons you are probably better off to keep using separate models. This is how professionally developed games work for the most part. One of the main reasons is after a while, the model will eventually become so complex you'll have a difficult time managing it.

If you are worried about doubling memory, that's not a problem. OpenBOR knows to reuse sprites and other resources without taking up more memory for them.

DC
If your not using weapons in your mod you can set the alternate version as a weapon version it will copy all animations and you can just change the attacks.
 
@Crimsondeath, as @msmalik681 pointed out you can do this with weapon models. You can of course also do scripted model switching and even switching animations based on color palette. However, for a lot of different reasons you are probably better off to keep using separate models. This is how professionally developed games work for the most part. One of the main reasons is after a while, the model will eventually become so complex you'll have a difficult time managing it.

If you are worried about doubling memory, that's not a problem. OpenBOR knows to reuse sprites and other resources without taking up more memory for them.

DC
 
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