So I've been working on this for a while. I had originally tried to use a Reset Audio Substate option, but in another forum thread, it was advised I don't bother using that option.
Ultimately my goal is very simple:
Use Ability
Short Window to Request Ability (maybe right after UseItemComplete)
Move To Next Attack, Repeat Last Step
End Ability If Window is missed
Some really strange issues I'm noticing:
1) Whether I set my Melee Weapon On Use duration to 1, 5, or 200: the state index sets to the Use state immediately.
2) This behavior seems true with WaitForAnimation Event for OnUse too.
* So if it's not an indicator for setting the Slot0ItemStateIndex to the Use value, then what exactly is OnUse doing?
3) The AbilityIndex on an ItemAbility doesn't seem to do anything. So why is the field there? It's not updating the animator's AbilityIndex.
4) OnItemUseComplete seems to clear the ItemIndex to 0 even when the box for WaitForEvent isn't checked.
5) Removing the animation event: Slot0StateIndex never resets from 2, regardless of duration.
6) So when I try reducing it to a single attack animation using the StateIndexChange as a trigger to the attack node, this happens:
Queue Ability
Ability is Requeued before Ability Ends
Ability State Didn't Change, so Animator is Frozen Now.
Edit: what appears to happen via debug statements:
Ability Is In Use
Attack Item Ability Used
OnItemUse Animation Event
Attack Item Ability Used
OnItemUse Animation Event
OnItemUseComplete Event
OnItemUseComplete Event
---> But the Slot0ItemStateIndex is still set to #2
Because I was allowed to Requeue the ability before it ended....
So my questions are these:
1) What EXACTLY does the OnUse Event actually do considering something has to set the Index to the ItemUseIndex state in order to even get to the OnUse animation event.
2) Why are the OnItemUse and OnItemUseCompletes having NO effect on the Use Ability or its inheritance?
3) When exactly in the chain does the ability allows itself to be re-queued, and how can I prevent the USE ability from being re-activated while it is already active? Disregard this: just found the Attack Combos boolean
*** But please note: this isn't getting cleared by Duration right now: only Complete animation events
NOTE: I'm using the UIS Integration for UCC.
Ultimately my goal is very simple:
Use Ability
Short Window to Request Ability (maybe right after UseItemComplete)
Move To Next Attack, Repeat Last Step
End Ability If Window is missed
Some really strange issues I'm noticing:
1) Whether I set my Melee Weapon On Use duration to 1, 5, or 200: the state index sets to the Use state immediately.
2) This behavior seems true with WaitForAnimation Event for OnUse too.
* So if it's not an indicator for setting the Slot0ItemStateIndex to the Use value, then what exactly is OnUse doing?
3) The AbilityIndex on an ItemAbility doesn't seem to do anything. So why is the field there? It's not updating the animator's AbilityIndex.
4) OnItemUseComplete seems to clear the ItemIndex to 0 even when the box for WaitForEvent isn't checked.
5) Removing the animation event: Slot0StateIndex never resets from 2, regardless of duration.
6) So when I try reducing it to a single attack animation using the StateIndexChange as a trigger to the attack node, this happens:
Queue Ability
Ability is Requeued before Ability Ends
Ability State Didn't Change, so Animator is Frozen Now.
Edit: what appears to happen via debug statements:
Ability Is In Use
Attack Item Ability Used
OnItemUse Animation Event
Attack Item Ability Used
OnItemUse Animation Event
OnItemUseComplete Event
OnItemUseComplete Event
---> But the Slot0ItemStateIndex is still set to #2
Because I was allowed to Requeue the ability before it ended....
So my questions are these:
1) What EXACTLY does the OnUse Event actually do considering something has to set the Index to the ItemUseIndex state in order to even get to the OnUse animation event.
2) Why are the OnItemUse and OnItemUseCompletes having NO effect on the Use Ability or its inheritance?
*** But please note: this isn't getting cleared by Duration right now: only Complete animation events
NOTE: I'm using the UIS Integration for UCC.
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