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Post by shadex on Jul 21, 2016 17:58:59 GMT
Right now i'm a bit stuck. I have the hit reaction animations on the enemy animation controller, and the proper recoil ID's and all of that, which works fine. Now what i'm trying to do is to interrupt the current hit reaction animation with the next one so that when i combo 2 hits, both hit reaction animations play. What's happening now is only the first hit reaction is playing, even when the second hit has landed (as it's in transition). Normally i know you can fix this with unchecking exit time, however doing that allows the enemy to attack mid recoil, which is really bad.
Basicly what i want is that every time the player attack's, it interrupts any current animations and plays the hit recoil animation that's associated with that attack, If the player is NOT attacking, then the animation will play through the entire transition (based on exit time settings).
I know interruption source seems promising but i have no idea how that works in relation to the hit reaction system.
Any help would be appreciated
-Shadex
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Post by Invector on Jul 21, 2016 20:10:11 GMT
Yo shadex, you can try use the Can Transition To Self option in the entry transition like we did in the 2 Hit Reaction animations that comes with the package. I'm pretty sure that this will solve your issue, but in case not, you can take a look on this [ Post]
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Post by shadex on Aug 21, 2016 21:57:02 GMT
Yo shadex , you can try use the Can Transition To Self option in the entry transition like we did in the 2 Hit Reaction animations that comes with the package. I'm pretty sure that this will solve your issue, but in case not, you can take a look on this [ Post] I've tested this fairly heavily, and the problem turns out to not be the canceling the hit reaction. It's that the AI attacks temporarily interrupt any state. So for example in the video below when i hit the Orc, he is suppose to get knocked down and get back up (via hit reaction state). What is happening is that the Orc will start the knock down animation, and then teleport to his previous position to attack. Once the attack is finished, he will continue where he left off in the hit reaction animation (he teleports back on the ground). Also i have noticed that the Orc continues to auto face during the knock down animation when you are within his attack radius. Ideally i would like to be able to make the hit reaction play the whole way through and stop the turning. I'm not sure how to do this, is there a way to lock all movement (including what i think is the AI controllers auto rotation) during a specific state until it's finished? Any help is appreciated.
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Post by Invector on Aug 24, 2016 13:26:28 GMT
The code that verify the combat is still running while your AI is playing the knock down animation, you need to make a verify to NOT run the code while that animation is playing. One way to do it is to add a Tag into the AnimationState and add a condition in the combat method
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Post by shadex on Aug 28, 2016 14:44:34 GMT
The code that verify the combat is still running while your AI is playing the knock down animation, you need to make a verify to NOT run the code while that animation is playing. One way to do it is to add a Tag into the AnimationState and add a condition in the combat method I couldn't find the code that was enabling the combat AI, so i just added the conditions to the attack, so far it's working. Thanks a ton for the help.
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