How do I make an equipable weapon?
I want to make my character able to equip an axe using left arrow and then use different combat animations from when the axe is unequipped. How would I do this? I don't need to be able to pick it up from the ground or anything like that.
Additionally, I would like to be able to use the arrow buttons to change what the other buttons do. For example, left arrow for "meele mode" where square and triangle are close combat attacks, and then left arrow being "ranged mode" where arrow and triangle are ranged attacks.
Thanks!
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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. -
Okay thanks! How about the weapon thing? How do I make it spawn/remove it from the hand using a button?
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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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