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Showing results for tags 'bernie'.
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So, I know that you need to have animation files imported and then selected when to play what. For the inactive bernie, things are laid out pretty straight forward, since him being inactive means only two animations (beaten up and normal idle). For the active version, you have multiple ones, like 5 or so, not entirely sure, yet, in the bernie_active.lua there is only one animation declared and it's in fn: inst.AnimState:PlayAnimation("idle_loop") So... where exactly is the code that applies all of the other animations including trottling taunt animation, walking animation, waking up animation, getting hit animation etc.?
Say I have 2 bernies and a player check that I am working with. I want to add a piece of code that would allow a bernie to check whether a player already has a bernie following (essentially trying to make it so that only one bernie can follow a player at a time). Any idea how I would create this check? I'm not sure how I would add that to this function exactly (this is in berniebrain.lua):