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Help adding additicustomonal combos

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BrokenBearGames
(@brokenbeargames)
Posts: 7
Active Member
Topic starter
 

Hi there,

I've bought the motion controller and several packs (great stuff) and I'm trying to extend it and having some difficulty. 

So I have a custom controller (copied) and a custom BasicMeleeAttack (copied).

All I'm trying to do is add a third combo element to the basic attack, I've adjusted the state machine to that Back Slash links to Spin Slash with a motion form 102, I've adjusted the Attack Style to include it and I've tried removing End Chain event from Back Slash and even commenting out the End Chain event in the code but I just can't get it to follow throw with the third attack. Where am I going wrong here?

Thanks,

BrokenBears

 
Posted : 26/04/2021 2:11 pm
BrokenBearGames
(@brokenbeargames)
Posts: 7
Active Member
Topic starter
 

No idea what happened to the title! Sorry!

 
Posted : 26/04/2021 2:37 pm
(@chris)
Posts: 3
Member Moderator
 

Your animator controller looks correct. You will need the BeginChain and EndChain animation events on the animation clips for it to work correctly, as those define the window of time during which further input will continue the combo.

upload_2021-4-27_17-16-18.png

What you may be missing is the link between Back Slash and Spin Slash. In the inspector panel for Back Slash, you need to specify the index of Spin Slash in the Next Attack Style field on Back Slash (in the default setup, its index is 2). I can't tell if you have it set, as it's cut off in your screenshot.

upload_2021-4-27_17-10-3.png

If you're using Attack Profiles, then this part is simpler, as you don't need to specify the Next Attack Style. Checking Is Attack Chain indicates that this profile's Attack Styles are all part of a combo chain and when the reactor copies the list of Attack Styles to the motion, it will automatically assign the correct index for the Next Attack Style.

upload_2021-4-27_17-13-6.png

 
Posted : 27/04/2021 8:19 pm
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