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Post by OmegaCo on Mar 25, 2020 6:30:39 GMT
Is there a convenient way to add an attack after rolling for light/heavy. How would I add a run animation for strafe locomotion it works for unarmed strafe but not when I have a weapon equipped.
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Post by Invector on Mar 26, 2020 17:15:40 GMT
You can simply add a transition from the Roll animation state to your new attack. Uncheck the option "Use Default Moveset When Not Aiming" and the character will always use the assigned moveset from the weapon, this way you can add the run strafe for the unarmed
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Post by OmegaCo on Mar 27, 2020 7:53:48 GMT
You can simply add a transition from the Roll animation state to your new attack. Im not too sure how to do this. should there be a condition, like "isSliding" from Any State?
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Post by Invector on Mar 27, 2020 14:57:52 GMT
You need to add a transition from Roll to your new attack and it needs to happen before the roll animation exit back to locomotion. You also probably need a condition to enter this attack so you can add the WeakAttack as the parameter, this way if you're rolling and press the attack input, it will play the animation. (if you don't want to press the attack input, but instead want to trigger the attack animation everytime you roll, simply leave the condition empty in the transition)
You also need to make a small modification in the vMeleeCombatInput, go to the MeleeAttackConditions() and remove the && !cc.IsRolling
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Post by OmegaCo on Mar 27, 2020 18:52:20 GMT
You need to add a transition from Roll to your new attack and it needs to happen before the roll animation exit back to locomotion. You also probably need a condition to enter this attack so you can add the WeakAttack as the parameter, this way if you're rolling and press the attack input, it will play the animation. (if you don't want to press the attack input, but instead want to trigger the attack animation everytime you roll, simply leave the condition empty in the transition) You also need to make a small modification in the vMeleeCombatInput, go to the MeleeAttackConditions() and remove the && !cc.IsRolling works wonderfully Possibly could I have the attack play only at the end of the roll? Thank you for all the help
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Post by Invector on Mar 28, 2020 0:57:55 GMT
I think you could use the vAdvancedAnimatorTag to limit the usage of your attack during a specific time of the animation - you will need some modification on this one and I will leave the 'how' to you haha, be creative - but feel free to ask for help if you really get stuck! I will cook something but only after you try ;)
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