Workshop - Step 16

# Step 16:
Set animations of opponents

| Overview
| Build in an existing opponent type
| How to create and build in a new opponent type?

Überblick

### Überblick

This step doesn't build in opponents right into the level with its sectors. We only define the way, possible opponents look like.

For a full implementation there are several steps:

- We define the way, possible opponents look like, e. g. we define the phases of the animations. This is done in this step of the workshop.
- We define the way, possible opponents react (walking, shooting).
- We finally build in opponents into the level.

Existing type

### Build in an existing opponent type

Please close all dialog windows. There's now only the main window on the screen. Save again the full level ([File] [Save]).

Please call the menu entries [Level independent] [Opponent animations]. Here you define the animations for opponents - level independent. The animations are stored in the folder gegner within the folder of the Running editor on your PC. There are all animations of the Running opponents stored.

We now want to build in one of the existing opponent types in our level. So please call [Level independent] [Opponent animations]. In the appearing dialog choose [File] [Data exchange]. The following dialog appears:

Each level can hold 16 opponent types (animations). We want to build in the Radio Man; for that please mark (select) the first slot on the left side und mark the Radio Man on the right side. Activate the checkbox Copy graphic files. Click the button to level. Intern there are performed the following actions:

- The graphic file radio.bmp is copied to the directory of our workshop level (from the folder gegner).
- The graphic file radio.dit is set as 4th (this is the next free slot) texture file in the dialog General level settings.
- All opponent animations for the current level can be reached using [Edit] [Opponent animations]. The animation for the Radio Man are copied from Level independent to the current animations.

Ok, please close again all dialogs, so that there's only the main window visible on the screen.

Please check all the steps, which are performed intern:

- Dialog [Edit] [General level settings] (one more texture file),
- Dialog [Edit] [Opponent animations] (opponent type 1 now is the Radio Man). Please check the animation using the buttons Preview and Full preview.

Ok, close all dialogs again.

Neu erstellen

### How to create and build in a new opponent type?

We don't want to create a new opponent type, let's just explain what to do.

- First of all you need the graphic file with all animations of a new opponent. Best is when all animations fit to one (!) texture file.
- Copy the file (remember: graphic files are stored in the BMP format) to the folder gegner.
- In the main window call [Level independent] [Opponent animations].
- Create a new level independent opponent using [File] [New].
- Set all phases of the animations.
- Save your work with the button Save.
- The next steps are explained some pages up.

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