And there’s no need to re-type looping animations… you just need to pause for the correct amount of time.
Therefore if you want Elijah to punch three times, the code would be:
&ELIJAH is punch_fight_give_angry_loop @pause for 3
&ELIJAH is idle_armscrossed_angry_loop [<< This animation is just used as an example. But you can just enter whatever animation you want him to do, after the punching.]
Of course, you can add however many punches you want him to do… so if you want him to punch 4 times… you need to pause it for 4 seconds, and so on.
Also… the reason he skips the breathing, is because that animation is 2.5 seconds long, and you only paused for 1 second.
Bare in mind that if it still fails, despite the coding being correct… then the error must be caused by the animation prior to it.
For example: If Elijah walks over to the person he punches, before actually punching him [rather than already being in position] then it’s possible that you haven’t paused for long enough.
In the past my characters had a tendency to idle, if I did the code like this:
&CHARACTER walks to spot 1.000 123 123 in zone 2 in 2 AND CHARACTER does it while walk_neutral @pause for 2
&CHARACTER is punch_fight_give_angry_loop @pause for 3
Because for some reason, it likes the pause to be longer than necessary… so I used to add the extra @pause for 0.01 [I have no idea why it does that, it must just be an Episode issue. ]
But… there’s never a problem, when I code it like this:
&CHARACTER walks to spot 1.000 123 123 in zone 2 in 2 AND CHARACTER does it while walk_neutral THEN CHARACTER is punch_fight_give_angry_loop @pause for 5
The pause for 5, covers both the walking… and the three punches.