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How do I make an equipable weapon?

  • Magus0Mind00

    This is too complex to write via text. But the basic idea is you need to use key frames and logic to animate character actions based on specific button presses and game conditions.

    Wiring the left arrow output of a controller gadget to a counter then to a selector is the first step in setting up a way to track combat vs. non-combat mode.

    A timeline with the various keyframes of your attack animation will take a while to get looking good, but can then be wired to the logic you set up to trigger it.

  • Hawkensson

    Okay thanks! How about the weapon thing? How do I make it spawn/remove it from the hand using a button?

  • SikorskyUH60

    The most straightforward way to do this, I think, would be to use keyframes to turn on/off certain sections of animations/sculpts. In other words, you could have one microchip labelled "combat stance" and another labelled "resting stance," and then make everything in combat turn on (and everything in resting turn off) when you press left d-pad. To make the axe appear/disappear, make it so that it turns on when you press left d-pad as well.

    For switching back and forth, it'd probably be easiest to use a selector connected to splitters to specify the left d-dap, finally connected to the keyframe that switches between the two microchips that define each stance.

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