Pilum wrote:You will need to track how many people are inside Elsa using a variable. Use the VarAdd state controller in the state where she eats her opponents, and a variable that isn't accessed anywhere else.
Use a ChangeAnim controller that uses a trigger to check said variable, and change the animation accordingly.
To make a win animation last longer, make an AssertSpecial controller in her win state, with a "roundnotover" flag, and a trigger that indicates the amount of time you want.
Thanks for your help. I didn't even know variables existed in the program. That's how new I am to it. I've pretty much done it in the exact way you suggested. It seems to work with one person digested so I don't see why it shouldn't work with two, I just need to complete the sprites for that. Which will hopefully be less difficult.
I did have a new problem but I've managed to solve it. Not elegantly but still solved. The base program for Elsa puts her back into her standing animation after she's digested someone, regardless of whether they are the last opponent or not. I wanted to try and have a smooth transition between the final frame of her digestion animation and the required win animation.
My current solution basically keeps Elsa stuck in a looped animation, of the last sprite of the animation, until the round ends, but only if the round is won. Otherwise, it goes back to her standing animation so she can battle the second opponent in team matches.
If someone has a more elegant solution for this, I'd be happy to here it.
EDIT: I've solved my new, new problem regarding putting the variable to its base value. I found out that variables reset to 0 at the end of a round unless you tell the system otherwise. I didn't want it to reset to 0 so I basically made it so only that variable isn't reset between rounds and it seems to have solved the problem.