Open ghost opened 9 years ago
Broke into attack_pull, attack_swipe, and flip. Also included pull_passive, which doesn't have the SHIIING sound. I intended the SHING to signify danger to the player, so when the rat is outside of combat and passively flipping his knife, I don't want the player to hear that. Hope it's not a pain to implement.
Could you check the enemy's combat state (or something) before calling the sound event to pick which sound to play for the animation, or is that not how it's set up
Might have to add a small delay to the start of the toss sound, it seems to be a bit too fast from the point when he actually starts the toss. It will be a lot easier to add a delay than it would be for me to mess with it on my end. I might also just be wrong.
The rest is good.
delays are easy to add from my end, it's right in the event editor with fades. Can also trim the start of other things to slide them forward.