perhaps it is because of some animations issues ? not sure...
Code: Select all
defineObject{
name = "skeleton_warrior_spawned",
baseObject = "base_monster",
components = {
{
class = "Model",
model = "assets/models/monsters/skeleton_warrior.fbx",
storeSourceData = true,
},
{
class = "Animation",
animations = {
idle = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_idle.fbx",
moveForward = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_walk.fbx",
turnLeft = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_turn_left.fbx",
turnRight = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_turn_right.fbx",
attack = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_attack.fbx",
attackBackRow = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_attack_back.fbx",
getHitFrontLeft = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_get_hit_front_left.fbx",
getHitFrontRight = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_get_hit_front_right.fbx",
getHitBack = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_get_hit_back.fbx",
getHitLeft = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_get_hit_left.fbx",
getHitRight = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_get_hit_right.fbx",
fall = "assets/animations/monsters/skeleton_warrior/skeleton_warrior_get_hit_front_left.fbx",
},
currentLevelOnly = true,
},
{
class = "Monster",
meshName = "skeleton_warrior_mesh",
footstepSound = "skeleton_footstep",
hitSound = "skeleton_hit",
dieSound = "skeleton_die",
hitEffect = "hit_dust",
capsuleHeight = 0.7,
capsuleRadius = 0.25,
collisionRadius = 0.6,
health = 120,
protection = 5,
immunities = { "poisoned", "sleep", "blinded" },
resistances = { ["poison"] = "immune" },
traits = { "undead" },
exp = 90,
--lootDrop = { 100, "legionary_spear", 100, "legionary_shield" },
},
{
class = "MeleeBrain",
name = "brain",
sight = 4,
},
{
class = "MonsterMove",
name = "move",
sound = "skeleton_walk",
cooldown = 2,
},
{
class = "MonsterTurn",
name = "turn",
sound = "skeleton_walk",
},
{
class = "MonsterAttack",
name = "basicAttack",
attackPower = 20,
accuracy = 10,
cooldown = 3,
sound = "skeleton_attack",
onBeginAction = function(self)
-- use backrow attack animation
self:setAnimation(iff(self.go.monster:isInBackRow(), "attackBackRow", "attack"))
end,
},
},
}