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Answered

override melee attack animation

mo D 3 months ago in Melee updated by Marti (Lead Developer) 2 months ago 3

Hello, I'm doing a dashing action for the character, the character can dash after other actions / animation to interact with the game object.

However, the dash action doesn't work correctly with melee module. When the character is attacking and input the dash action, the character won't move correctly. The character only dash correctly when the attack animation is finished.

So is there anyway I can stop the attack animation and overrides it by the dash animation?

I have tried another method that add the dash animation into the combo setting, but the character won't move when playing the dash animation. I also like the original way (active dash by trigger key down) because it can add value to control dash length and time.

I have also tried to use condition to check if the character is attacking, but the dash command is only work when the attack is finished which isn't the result I want because I would like the character can dash whenever he is doing.

Unity version:
2019.4.5f1
Game Creator version:
latest
GOOD, I'M SATISFIED
Satisfaction mark by mo D 2 months ago
Answered

Attacks are "blocking" the movement of the player and these can't really be cancelled unless it's from an incoming attack. This is on purpose to keep the system consistent.

In this case, I would add a condition to check whether the character is attacking at the moment, and, if not, execute the Dash action. Not sure if this condition exists though. If not, I'll add it for the next update!

+1

I tried to use the condition "is attacking", but the character still have to wait for the whole attack animation clip to finish before the dash action. It doesn't work well in my case because some attack animation have longer recovery time.

Will you consider to allow user to add action in each stages? (anticipation / active / recovery)

Sure, although it's not a priority, I'll add this to the ideas list. Right now I'm trying to get all modules as stable as possible.