Change animation for every enemy

hi,
i would like that when the player dies the enemies finished the animations set the “idle” animation.
the problem is the enemies that reproduce the “walk” animation in a loop that ignore the action.
i tried with a once trigger instead of the animation conclusion but it seems to work only sometimes

A suggestion - don’t repeat for each enemy, then check their HP and then check the player HP. Change the order, and instead check the player HP, then check the Enemy HP and then Repeat for each enemy.

As for the enemies continually walking, it’s most likely because you have the walk animation set on loop, meaning it never ends or finishes.

As for a solution, there isn’t an option to uncheck or turn off looping.

However, one way is to have 2 walking animations with the same frames in the same order, but one is looped and the other not. When the player dies, change all enemy walk animations to the non-looping one, remembering to set the current frame at the same time (use Enemy.Animation::Index() to get the current animation frame).

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ok thanks mr men
is this what you meant?

Almost. In this event,

remove the index check condition and modify the actions to:

image

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thank you so much @MrMen