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Post by Strider on Mar 14, 2017 5:27:36 GMT
was wondering, i want to make my strong attack REALLY strong, but the stamina use i think is the same for a weak or a string attack, how can i use more stamina for a strong attack?
Thanks!
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Post by Invector on Mar 14, 2017 14:05:37 GMT
Hmmm good question, currently it's not possible since the Stamina Cost is linked with the Weapon
Would you guys prefer that we change the Stamina Cost to each AttackState instead of the Weapon?
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Post by jrackley on Mar 14, 2017 17:36:06 GMT
Hmmm good question, currently it's not possible since the Stamina Cost is linked with the Weapon Would you guys prefer that we change the Stamina Cost to each AttackState instead of the Weapon? Just my person opinion, but I think that would be pretty cool and useful myself.
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Post by Strider on Mar 15, 2017 1:19:48 GMT
I would like to have an stamina usage per move rather that a general one. Would be pretty interesting!
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Post by tharindu on Mar 25, 2017 17:11:28 GMT
Hmmm good question, currently it's not possible since the Stamina Cost is linked with the Weapon Would you guys prefer that we change the Stamina Cost to each AttackState instead of the Weapon? I am with Strider. It actually makes sense. Say you have a 3 attack combo from which you can branch into a really strong attack by pressing a certain button, or a lesser strong attack if you don't press that button. This can be achieved if we implemented the Stamina Cost at attack state. But don't want this to break anything for those who don't want it. How about implement this at state level, but include a boolean in there to decide if we want to use the state stamina cost, or the weapon stamina cost ? This way people who want the new way can go with it while the rest can stick to what they already like.
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Post by shadex on Mar 25, 2017 19:26:15 GMT
Hmmm good question, currently it's not possible since the Stamina Cost is linked with the Weapon Would you guys prefer that we change the Stamina Cost to each AttackState instead of the Weapon? I am with Strider. It actually makes sense. Say you have a 3 attack combo from which you can branch into a really strong attack by pressing a certain button, or a lesser strong attack if you don't press that button. This can be achieved if we implemented the Stamina Cost at attack state. But don't want this to break anything for those who don't want it. How about implement this at state level, but include a boolean in there to decide if we want to use the state stamina cost, or the weapon stamina cost ? This way people who want the new way can go with it while the rest can stick to what they already like. Agreed. I like the idea of being able to override stamina per animation/attack. That and changing the damage multiplier to a float. Right now if you have a strong swing, a weak stab, and a 360 super strong attack in a combo they cost the same stamina, and do the same damage. Our only choice is to double the damage on a specific move. If we had both, we would be allowed to give each attack a unique feel other then just the animation. It would mean you could configure attacks to be more risky, but give a greater reward. For those that have heavily extended the combo system it would be extremely useful.
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Post by Strider on Mar 26, 2017 18:14:38 GMT
Right now i made my strong attacks use multiple "warm up" animations to reach the attack one, that way they use three times the stamina of a normal punch and the higher damage is justified. of course is a temporary solution.
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Post by Invector on Mar 27, 2017 15:04:49 GMT
stamina by attack state coming on the next update ;)
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Post by Deleted on Mar 27, 2017 15:13:53 GMT
stamina by attack state coming on the next update ;) Wooo!!! That would be great!!!!
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Post by shadex on Mar 27, 2017 17:17:11 GMT
stamina by attack state coming on the next update ;) Awesome!!!!
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Post by Strider on Mar 29, 2017 4:44:14 GMT
Great!
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Post by tharindu on Apr 3, 2017 17:00:05 GMT
@invector would this be a toggle option ?
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Post by jgiroux on Apr 3, 2017 18:15:41 GMT
@invector would this be a toggle option ? I agree, using a simple boolean "UseStaminaBasedOnWeapon" as the default *true* so it doesnt affect anyone who has already built/designed with this method. and anyone wishing to use it via animations state can uncheck the boolean. only if its feasible of course.
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Post by Invector on Apr 11, 2017 20:10:19 GMT
Hey guys, sorry but this feature will actually not be possible at the moment and here is why:
We need to know the value of the StaminaCost in order to perform an attack (if there is not enough stamina, we can't attack), and by transfering the variable staminaCost to the attackStateBehaviour, there is no way to access the value unless we enter the attack animation, but if we enter the attack animation the character will be already performing the attack and the stamina filter will be ignored.
It sucks but we're open to suggestion though
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Post by tharindu on Apr 12, 2017 17:38:10 GMT
Hey guys, sorry but this feature will actually not be possible at the moment and here is why: We need to know the value of the StaminaCost in order to perform an attack (if there is not enough stamina, we can't attack), and by transfering the variable staminaCost to the attackStateBehaviour, there is no way to access the value unless we enter the attack animation, but if we enter the attack animation the character will be already performing the attack and the stamina filter will be ignored. It sucks but we're open to suggestion though shadex , @invector, Strider , jrackley , jgiroux . Open to advise, opinions , suggestions What I am suggesting may be ultra stupid since I don't know the controller better than you guys do so I apologize in advance. 1. Think of the stamina cost coming from the vIMeleeFighter object as a minimum stamina requirement to initiate an attack ID at all 2. Maintain a trigger named CanDoNextHit in the animation controller. 3. If the minimum stamina requirement is met, we enter the first Animation state behavior. 4. However, to proceed to the next state, we do a calculation with the stamina cost for next attack ( the stamina cost for next attack will be passed as a parameter in the vMeleeAttackControl script ) within the first behavior itself. If it passes, we go to the next state, if not we exit. EDIT : Just implemented this. Steps below. What do you guys think ? This personally to me at least, seems to achieve a few things. 1. The existence of a minimum stamina requirement to initiate an attack lets you declare the first attack state's stamina cost without having to enter it. 2. The existence of a parameter passed to update an animation controller trigger, allows you to pre calculate the stamina cost for next attack, without having to play that animation. 3. Not passing the parameter ( setting it to 0 ) will let the users who don't want to override the original stamina requirement to stick with it. It looks like a win for me with the possible con being to initiate all attacks, you need to have a general cost. But I am sure you can find a way around that if you try. It may also be a crude way to do it, but given the way AnimationStateBehaviors work, I guess this is the best I can think of for the moment. See below implementation process 1. Update the vIMeleeFighter interface's OnEnableAttack to have a float parameter with a default of 0.0, and based on that, you can update the vMeleeCombatInput classes OnEnableAttack method to look something like this . You will likely get compiler errors, but don't do anything more than edit the method signature the OnEnableAttack method of the classes that implement the vIMeleeFighter interface.  2. Add the new trigger  3. Update vMeleeAttackControl script  4. Set the new variable as appropriate in each attack state. I wouldn't update the value in the final attack state (C) because there's no attack state to go to from there.  5.Update the transition stated A -> B and B->C with the new trigger. No need to update the last state.  Again, sorry if this is a crude way to do it but it gets the job done.
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