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Post by drenyn on Apr 1, 2020 18:45:11 GMT
Hi
I've been working on trying string together weak and strong melee attacks together, but have found that if I'm in the weak attack animations and add a strong attack trigger, that the strong attacks leave the weak attack animations and go into the strong attack animations.
Is there a way to change this so that I can chain the different types of attacks together to make other combos? Example would be weak attack, weak attack, strong attack. The animations could be different for each?
Thanks!
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Post by drenyn on Apr 3, 2020 18:54:18 GMT
Bumping
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Post by Chronicman on Apr 3, 2020 19:03:56 GMT
In theory you could dupe the strong attacks and paste them into the weak attacks, set up the transitions and transfer between them via the weak and strong attack trigger . Of course the player would have to press button sequence weak weak strong ect.
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Post by drenyn on Apr 4, 2020 5:00:19 GMT
In theory you could dupe the strong attacks and paste them into the weak attacks, set up the transitions and transfer between them via the weak and strong attack trigger . Of course the player would have to press button sequence weak weak strong ect. That was my original thought as well, which works well to do weak, weak, strong. Unfortunately it won't allow you to do strong, strong once you go this route. At least from playing around with it, but I'm not very knowledgeable on the transitions, which is why I thought maybe someone else might have some experience with it.
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Post by shadex on Apr 4, 2020 9:01:11 GMT
Hi I've been working on trying string together weak and strong melee attacks together, but have found that if I'm in the weak attack animations and add a strong attack trigger, that the strong attacks leave the weak attack animations and go into the strong attack animations. Is there a way to change this so that I can chain the different types of attacks together to make other combos? Example would be weak attack, weak attack, strong attack. The animations could be different for each? Thanks! Off the top of my head, you'll need to rewrite weak/strong attack input to go off when the key is released, instead of on button press, then add a new function that detects both button pressing. Just add an ID and a trigger when that function executes, and set an animator state with the ID and trigger as conditions
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