Limit moves/abilities at certain times
Hey so I've got my character that can run, jump, attack, etc. He was made from a puppet and I just added a couple moves to him. One move is a push (tap the Square button) and the other is an attack (hold R2 to charge up, release to attack).
If I'm standing still they all (nearly) work as intended. But if I'm running it will stop any from triggering. So it's like running takes priority over the moves?
Another thing I noticed is I can hold my attack, start running but continuing to hold attack (pulling my character out of the attack anim) and then stopping the run will put the character back into the charge attack anim.
What I'd like to be able to do is have both the push and attack moves trigger even if I'm running and if so, stop the character in its tracks. And also if I hold attack it should not let my character move until I've released it.
I also just realised I can do both moves at the same time too! Haha.
Thanks for any help!
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Maybe you could wire the button press of attacks to a not gate, and feed the output into the input of your movement, so when you press square it would override the control input with a 0 value.
Can't test right now, but hope it helps! -
When running, the Puppet is switching ON a Keyframe that has its running pose. You will find that keyframe wired to the Puppet Controller.
You could de-animate the arms from this Keyframe, so they're "free" to be moved by your pose keyframe.
However, this leaves the arms not animated when running and not pressing anything. So I would suggest to create a separate keyframe and wire it so it only activates when running (detected by the Puppet Controller gadget) and while no relevant button is pressed (NOT gates are your friends here).
Hope this helps!
Pablo -
Thank you both! I'll give it a try.
Pablo, how do you de-animate something? Can you click on a limb/joint and revert it's position or something? -
Look at Exclusive Gates. Set them up with the same name and set them to Interrupt.
Only one Ex Gate can be open at a time, so it will allow you to interrupt your previous animation on a button press for another.
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