paulo.bender
Member
Hello there, fellow developers!
My project has a "move set" system for enemies; Each enemy features 5-6 different attacks, but I want each one to only enable 2-3 of them.
My initial idea was to store which attacks were enabled in entityvars and, when the entity performed a disabled attack, a animchange function would stop them from doing so.
My problem is that the enemies are guided by all their attack ranges, so a attack that has a long range and is disable would "stunlock" the enemy.
Taking a look at the manual, I've noticed the {disable} parameter on the energycost animation header. Using energycost 0 0 1 disables the attack properly, but is there any method to ENABLE the attack back?
My project has a "move set" system for enemies; Each enemy features 5-6 different attacks, but I want each one to only enable 2-3 of them.
My initial idea was to store which attacks were enabled in entityvars and, when the entity performed a disabled attack, a animchange function would stop them from doing so.
My problem is that the enemies are guided by all their attack ranges, so a attack that has a long range and is disable would "stunlock" the enemy.
Taking a look at the manual, I've noticed the {disable} parameter on the energycost animation header. Using energycost 0 0 1 disables the attack properly, but is there any method to ENABLE the attack back?