Context:
An enemy with a “Health” variable of 0 plays a random death animation, and when the animation ends, the enemy is eliminated.
I’m trying to do this, but every time the enemy has “health” at 0 and I try to play the random death animation, it stays on the first frame of the animation and doesn’t play the death animation.
The animations have 5 frames per animation, but as long as the enemy’s health is
Please help
I’ve found ‘animation is finished’ problematic at times - try moving it above the change animation event and as @RMDB says - add trigger once on the change animation event.
Also - you haven’t got ‘platform character animation changer’ attached? - as that’ll scupper things!
And have you got Vida>0 as a condition on the other animation changes?