Well, you made 3 calls to none existing animations. I moved them to the end and crossed them. Existing or not, they kick in.
The enemyes moved during attack, kicking the walk animation in.
And what Sup said. The attack is not looping. So either you loop it, and use trigger once. Or you got to loop it in the events as long as the attack_CD = 1.
Dont think the or blocks work that way. I think they make the Picklist (SOL) empty, so all the following sub conditions start from that empty SOL. The way i set them up, first the picking happens, then the evaluation.
https://www.dropbox.com/s/d4t81wey5vz29 ... .capx?dl=0
Hope this helps.
Hello and thanks for the responses. I did try out your capx and I like some things but when u took away the "Trigger once while true" in there, the enemies lost the random cool down i had created for them from the instance variable "attack_CD", I wanted them to kinda attack as soon as they get to the player but also have the small random cooldown after the first attack, this was the real conflict i was having when I try'd taking out the "Trigger once while true". I feel like there is something simple here I cant see and not doing right.
I still need to figure this out. How to get the slimes to attack me as soon as they get near me and have a small random cooldown after the first attack.