Set up the basic settings.
Open the BaseSettings section and configure the following:
Enable Auto H Flip: ON
In visual scripts, the system assumes the object is facing right. However, this object was designed facing left, so horizontal flipping must be enabled.
Enable Object Condition: CLOSE TO CAMERA
The object will remain disabled outside the camera view.
HP / Max HP: 5
1 HP is too low, so let’s set it to 5.
Invincibility Duration: 0.2 seconds
This is the duration of invincibility after taking damage. 1 second is too long for fast-paced attacks, so we’ll set it to 0.2s.
Normally, you would need to set up collision detection and animations manually, but this template object already includes all of that, so no additional basic configuration is necessary.
Explanation
About Invincibility Duration
The invincibility duration is very important.
If not set, the enemy will continuously take damage as long as the attack hitbox overlaps them, leading to instant defeat.
On the other hand, if it’s too long, rapid-fire attacks like machine guns might not deal consecutive damage.
Tweak this setting based on the needs of your project.
Rename the first state to Walk, and set the animation to the zombie’s walk animation: E_01_act_003.
Also, set the Facing Direction to Left, since the default direction is right.
For Walk’s Executable Action, add TemplateMove.
Leave the template type as Horizontal, but disable Auto Flip so the zombie only turns around when hitting a wall, not based on time.
Connect AnyState → Damaged. AnyState allows transition from any state, and “Transfer to Previous Action” returns to the prior state—like a “Common Event” for RPG Maker users.