Quote: "UPDATE: I think i have the concept correct.. so I can animate the character biped, then in the FPE tell the animation to do a certain movement at certain keyframes? I think that is the way to go.. but I need to know how to get the animations to register as damage.. can anyone help with this?"
Have you tried the "Thread Subject Search" box at the bottom of this page?
You should be able to find a lot on animating that has already been covered.
Yes, you set the animation frames in the FPE.
Certain animations are built in calls, like anima2 is walk and anima5 is run, etc. (I can't remember them all, but there is a post somewhere about it)
If you want a custom death animation, then you can edit the character's destroy script and call it there.
I think there is a limit on the number of animations declared in the FPE as like 99.
However, if you notice, the stock FPE calls skip over a bunch, so you could probabaly add like 15 or 20.
Just remember to declare them in order.
I'll try to find some of the threads about this stuff and post the links here if I can find them.
Edit
I haven't found any example threads yet, but here are a couple scripts that I made awhile back.
These destroy scripts manipulate the anim16 to use certain frames of the animation.
This is another technique for death animations that I forgot to mention, which can be used to get the most out of the existing animations.
These scripts use variables, so you will need v109 or higher to use them.
This one is called 'Die Hard'...
;Conjured Artificial Intelligence Script
;Die Hard Destroy Script
desc = Die Hard then Leave corpse
;Triggers
:state=0:localvar=1,setframe=16,state=1
:state=1:incframe=16,incvar=1
:state=1,vargreater=5:state=2
:state=2:decframe=16,decvar=1
:state=2,varless=1:state=3
:state=3:suspend,coloff,state=4
;End of Script
This one is called 'Die Harder', and it simple uses four more frames than the other one....
;Artificial Intelligence Script
;Header
desc = Die Harder then Leave corpse
;Triggers
:state=0:localvar=1,setframe=16,state=1
:state=1:incframe=16,incvar=1
:state=1,vargreater=9:state=2
:state=2:decframe=16,decvar=1
:state=2,varless=1:state=3
:state=3:suspend,coloff,state=4
;End of Script
Try them out by assigning them as the characters destroy script, and compare it to the stock destroys.
Even though it uses a stock animation, it gives a custom look and variation to the existing destroy scripts.