Very simple at the moment: will scrap the touch trigger function later on, and possibly make it a touch SkeletalMesh. This will allow matinees to be effectively applied through included animations, such as when a mesh is touched: play action: damage_taken. And, right now it's all going out of the 100 damage threshold applied to the AI, I'll be changing that to take the value of an integer, let's say 100 health: then having the touch events subtracting 10 from it :)
I also had a chance to crit in this demo, but forgot to include it :S
Your good man =]
GeekyMe97 8 months ago