mrbond113 said:
I'm curious...how will you get the various skins to work depending on the Skall's current state? I know it's possible using separate skins for each, but that's a lot of filesize for one feature.
Well, mrbond, you may be surprised but thanks to you I got the filesize 3.5 times smaller, remember? The 5 mb file size I stated in one of our emails was the TOTAL file size. I just calculated the filesize of the Skall's share in my package, including changed explosion effects, a new decal, all of his states and all effects (mostly I changed all the colors to reddish energy, that's why I have so many skins): it's about just a bit more than 1 mb. But when I just take the Skall's different states (including the all the diffirent anims needed for the overloaded-state), it's only 630 kb.
BTW, about the scripting part, that was easy. I just made Unreal look at the Skall's health, everytime he finishes a standard function (which varies among each state). For example, when the Skall has more than 900 HP and he jumps up, his skin changes. I also scripted his fatness, all melee damage and projectile by the level of his HP. And it's working perfectly.