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Post by zeevik on Feb 14, 2020 14:18:10 GMT
is there a way do make jump attacks and double jump in invector melee combat?
thanks zeev kardonski
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Post by Invector on Feb 20, 2020 1:16:29 GMT
To create jump attack you can use the "IsGrounded" parameter in the animator, and for the double jump, I think there is a add-on for that in the add-ons section of the forum
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Post by Strider on Jul 27, 2020 8:53:35 GMT
To create jump attack you can use the "IsGrounded" parameter in the animator, and for the double jump, I think there is a add-on for that in the add-ons section of the forum I'm trying to make a jump attack and can't get to it. Can you be a more specific? Thanks
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Post by Invector on Jul 27, 2020 17:53:44 GMT
To create jump attack you can use the "IsGrounded" parameter in the animator, and for the double jump, I think there is a add-on for that in the add-ons section of the forum I'm trying to make a jump attack and can't get to it. Can you be a more specific? Thanks First you need to check the AttackConditions in the script to see if IsGround is there, open the vMeleeCombatInput and search for the MeleeAttackConditions method. Then add conditions to the Attack state in the animator so you can filter what attacks are airborne and what is play in the ground
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Post by Strider on Jul 28, 2020 3:55:25 GMT
i commented the "isGrounded" section of the code in the vMeleeCombatInput file, and now i can attack while in the air or the ground, unless i set on the attack tab "isgrounded" as a condition. So far so good... but i have to set the condition in the attack section, inside the state machine it won't recognize it, i've create more substate machines and it doesn't work. i want to create more states like weak and strong attack and give some the isgrounded as false, and the other as true, but the transition came out gray, and it doesn't work at all. something is missing but i don't know what. Thanks
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Post by Invector on Jul 28, 2020 13:34:21 GMT
Your other states also need to know if the condition IsGrounded is relevant, otherwise it will always enter those states
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Post by Strider on Sept 15, 2020 21:50:20 GMT
i still can't make it work... it only respects when i put "isgrounded" in the attacks layer, but not inside weak or strong attacks. I would like to know, why the strong and weak attack substatemachines have a white transition with a exit time option, but when i create a new transition is grey and there's no exit time option Thanks
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Post by alterego on Sept 21, 2020 8:32:15 GMT
The isgrounded parameter has already been used for both of the weak and strong attack states when you used it on the attacks state machine. So you are basically trying to change it again inside after it's already been set outside, so it will fight with itself.
So if isgrounded is true to enter the attack statemachine, then inside when it's switched to false I would think the statemachine would kick you back out. Kinda like
(if isgrounded == true) isgrounded = false;
Would loop one time then boot out till isgrounded is changed back to true. That's my understanding of it anyway.
I think your problem is the same as mine atm, I am trying to use the other layers like upper body and arms to blend animations while on the move. I think to get this much customization we are going to have to add our own parameters to the code.
So in your case a check of isgrounded and maybe a bool or trigger parameter with the name of your choice to fire the actual jump attack state. Prob will need its own state as well, or you will have to tie into the jump statemachine. The meleecombatinput script is what I'll be digging into next week when I get off work.
Was hoping someone would be able to toss us a bone on the direction, that's all I need. I can code it myself once I know if it's just the one script or if those parameters are tied into other scripts.
I remember seeing vAnimatorParameters before I shut it down last week for work so will look more into that as well. If I find out if that's why the transitions are grayed out I'll let you know
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