Are there any basic remixable combat sims that can act as a tutorial?
So I've got this skeleton dude holding two swords. I've made 2 key frames on a timeline for an attack animation, bound it to square and attached health modifiers on the swords, so that when they hit a block, it takes damage and displays its health as a number.
Problem is that I can't seem to figure out how to tie that damage into the keyframes so that the block doesn't take damage when the swords aren't swinging (because right now if I run into it, the swords touch the block and damage it). Sometimes the damage doesn't trigger at all, but I'm not sure if that's a bug or not.
So yeah, are they any really basic combat sims that are remixable to show this sort of thing? I've had a look but I've only managed to find really complex chips with a lot going on.
Otherwise if someone could give a little advice that would be awesome
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Publish what you made and I'll take a dive in/provide some explanation.
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Here it is: https://indreams.me/element/b65T-qDMjhM
(I'm assuming that's how to link it, first time attempting) -
Here you go: https://indreams.me/element/bwneGicd8vc
This is more of a demonstration, how you want to do this is up to you, really. Here's what I did:
- added the signal manipulator and in remapping mode chose PULSE ON. This means you won't accidentally trigger the attack twice, which is sort of a game-breaking bug
- hooked up the square button to the signal manipulator. I expected the manip to also trigger when the timeline is playing, but that was not the case. Hence why I connected the wire into it directly. This means that each time the timeline's playing we'll get a single pulse...
- ... which I then wired into your health modifiers. They will only work and thus only do damage when the signal in your attack-timeline pulses.
Like the attack, it's pretty snappy and I like it so much more than limp ones taking minutes to finish. Hope that helped. -
If you just put the health modifiers into the timeline, they'll be turned on at the right time and turned off at the right time.
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Duh, completely missed that option. And remember to pay attention to how long and how often you apply that damage. But yeah, you can do this too, of course. And as far as my option is concerned: the signal remapper requires an input signal to work in the first place, so no wonder why that wasn't working by default. Rough morning for me.
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Ahh thanks so much, I'll test it out soon! That's a great help
But yeah I tried putting them in the timeline but figured something (like the keyframes themselves) would have to be wired into the power to trigger it if that makes sense. Gave up on that idea when I couldn't figure that out, but I'll try putting them in their as well as it'll be a lot cleaner.
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