|
Post by acissathar on Jul 14, 2020 15:58:37 GMT
Hi,
My question is if there is a way using the current Invector components / setup to accomplish the following:
1. When the attacker is about to do an attack that would/will kill the target, instead of a normal weak attack, do a specific "finishing" animation that is done by both attacker and defender (kind of like stealth kill where it's a 2 person animation)
2. Rather than instead of, is there a way to find out if a give attack "killed" a target, and before playing death / turning on ragdoll and what have you, we do the finishing tandem animation, and then do the normal death stuff?
I don't have a problem coding it if needed, but just wanted to check if there was an "easier" way to achieve what I'm after.
Thanks!
|
|
|
Post by acissathar on Jul 18, 2020 4:16:51 GMT
I spent some time implementing a version of the stealth kill, and I think my answer relies in Generic Actions to directly call the "execute" animation, I'm just not sure how exactly I'd go about tying them together. Maybe a death event, but not sure how I'd stop the death/ragdoll stuff until after the execute. I'll have to look some more.
|
|
|
Post by acissathar on Jul 27, 2020 21:19:10 GMT
I haven't actually implemented it yet, but in case someone stumbles on this sometime this is the very rough sketch out idea I have on how to implement:
- Use a Generic Action akin to the stealth kill, but have it set for the execution / finishing moves. Keep this object disabled. - Create a new component which will determine the chance of doing an execution / finishing move. Reference the above Action in this component. - Tie in this component into the OnDamageReceivedEvent, which will fire off the Component to check the current health, and if needed, roll the dice. If the player "wins" said roll, then active the Generic Action to allow the player to do the move, and/or maybe "Fake" the input press (not sure how easy this would be to do) to make it happen. - Assuming it's left as an active button press, after X seconds, just kill the downed enemy.
I do want to say how big of a fan I am of the modularity of Invector and just how indepth the built in Event hook ups seem to be. It really lets you go far without having to spend ages setting it up.
|
|