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Thread: Independent animations using Dynamic PMO movement

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    Independent animations using Dynamic PMO movement

    I've adapted Niffla's Dynamic PMO setup for my enemies in my game, but the problem is when one enemy changes animations the others do the same. Does anyone know how to keep multiple enemy animations separate from one another using the Dynamic PMO setup?

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    I don't know much about Nifflas' Dynamic PMO, or PMO for that matter, so this might not be very helpful. But maybe you need a separate PMO object for each instance of an enemy? Or maybe you need to use forEach loops to strictly scope the enemies when you change their animations?

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    Thanks man, i'll try out ForEach. Using a PMO for each enemy can be a pain, i've done that in the past and it can get messy quick. With the Dynamic PMO setup, you make the main code to have any new character that shares the same qualifier pair up with a single PMO. Coding is a bit tedious but once it's setup the first time it's a LOT more streamlined.

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    I tried Fast Loops and ForEach loops for the animations and still no luck, i may just end up doing like you mentioned @Volnaiskra and just make a PMO for each enemy that needs it. Thankfully a majority of the enemies have simple back and forth/attack actions so it shouldn't be too bad lol.

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    Update:
    So i was FINALLY able to figure this out. I revamped the setup not using the PMO although i'd be pretty sure that it could apply to it also. The only thing i needed to do was add "Number of (Enemy Group) > 0". I have it coded that the enemy chases the player, and when it reaches either +/- 60 on the x of the player it switches to it's jumping attack.
    So the line looks like this;
    - "X position of (Group Enemies) = X(Player) + 60
    - Number of (Group Enemies) > 0
    - Only one action when event loops

    -> (Group Enemies) set yspd -4

    I have the animations triggered by the x/y alt values. Hopefully this can help someone else that has this issue!

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