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Post by claudiomg on Nov 5, 2017 13:34:23 GMT
I am using the Melee Combat version, the unarmed has an example combo with 3 hits, how I can add more hits to the Unarmed combo attack.
I ask this because I go to the Animator screen and duplicate the C state of the unarmed controller and rename it to D., after that I make a transition from C to D and a transition from D to exit.
I disable the reset attack trigger from C.
But in the game, if I click the attack button 3 times, the character attack 4 times. How is the correct way to do that?
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Post by tharindu on Nov 5, 2017 14:44:19 GMT
You probably missed "Has Exit Time","Fixed Duration" in the transition. If not it's still a problem with the transitions I am sure
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Post by claudiomg on Nov 6, 2017 2:01:16 GMT
@ tharindu Thanks for the tip, I check the "Has Exit Time","Fixed Duration" in the transitions. The "Has Exit Time" is unchecked, but it was not the problem, the problem is that I forgot to add the condition "WeakAttack" on the transition
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Post by tharindu on Nov 6, 2017 4:07:30 GMT
@ tharindu Thanks for the tip, I check the "Has Exit Time","Fixed Duration" in the transitions. The "Has Exit Time" is unchecked, but it was not the problem, the problem is that I forgot to add the condition "WeakAttack" on the transition Lol . I didn't mention that at all because usually if you had copied the transition it usually copies that one too. Anyways glad you resolved it! I love doing stuff on the animator, so if you're stuck anywhere, do give us a buzz :D
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Post by claudiomg on Nov 6, 2017 11:09:59 GMT
Lol . I didn't mention that at all because usually if you had copied the transition it usually copies that one too. Anyways glad you resolved it! I love doing stuff on the animator, so if you're stuck anywhere, do give us a buzz :D I don't know why the "WeakAttack" condition was not copied. I have another question, I want to create a game that the player will have combos that can be upgraded during the game in a shop. I mean, after finish a level, the player will receive points to upgrade combo like the unarmed combo, the sword combo or axe combo separately But I don't know how I can do that, since I don't have much experience using the Animator. How I can achieve that?
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Post by jrackley on Nov 6, 2017 12:21:36 GMT
claudiomg I believe if I am reading your question correctly about upgrading the attack combo, you could simply copy the entire state then change the animations and or values in that state, and then add a different Attack ID to it, then in the upgrade script, change the Attack ID to match the new one. Also Welcome to the forums by the way, there is a great group of people on here!
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Post by tharindu on Nov 6, 2017 14:33:06 GMT
I have a better solution. Have a variable named level or something added to the animator. Use that with weak attack to proceed. For example at level 2 you can unlock the 4th exit.
If you want to change the entire combo however I suggest implementing a couple of moveset id's of the weapons and changing them per level.
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Post by shadex on Nov 7, 2017 23:44:54 GMT
Lol . I didn't mention that at all because usually if you had copied the transition it usually copies that one too. Anyways glad you resolved it! I love doing stuff on the animator, so if you're stuck anywhere, do give us a buzz :D I don't know why the "WeakAttack" condition was not copied. I have another question, I want to create a game that the player will have combos that can be upgraded during the game in a shop. I mean, after finish a level, the player will receive points to upgrade combo like the unarmed combo, the sword combo or axe combo separately But I don't know how I can do that, since I don't have much experience using the Animator. How I can achieve that? The big problem is you can't access individual animation states' conditions without a complex override work around. if you just want to progress to the next combo, you can use Rindu's number method, and you can duplicate the variable for heavy as well. If you want the player to be able to have access to an individual attack, then your going to most likely do it through a custom input, or make through a bunch of combined variables. The cheap way is to just limit stamina though
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Post by claudiomg on Nov 9, 2017 13:56:02 GMT
I have a better solution. Have a variable named level or something added to the animator. Use that with weak attack to proceed. For example at level 2 you can unlock the 4th exit. Thank you the help. I think this solution will be useful to my game. I will try to use it.
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Post by tharindu on Nov 9, 2017 14:14:49 GMT
Cheers. I did something similar for my rpg pack. Instead of adding a new variable though I think I have a different moveset altogether. Not sure if it was the right approach but I didn't want to modify the controller.
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