Possibility of replacing the melee animation system?

Rin-Dev

New member
I have a system I've made that activates animations based on combo inputs. I'm trying to find a way to incorporate this into UCC but I don't know how I'd go about replacing the melee animation system without breaking everything else.

Any help or guidance in the right direction would be great!
 
Just a tiny little bump. I've tried looking through the controller and try to grasp the ability system. From what I understand, the Use ability just channels the weapon script on the object itself. So I have to make a melee weapon inherited script, blank out the use function, and call the inputs from my own script. Or possibly even make an ability for it.

I can't really test this at the moment but I'm pretty sure its at least in the right direction.
 
Sorry we missed this.

From what I understand, the Use ability just channels the weapon script on the object itself. So I have to make a melee weapon inherited script, blank out the use function, and call the inputs from my own script. Or possibly even make an ability for it.
That's correct. The Use ability will talk to the equipped IUsableItem which will perform the use. The MeleeWeapon component implements the IUsableItem interface (and for a simpler example so does the flashlight) and depending on what you want to change you can either subclass MeleeWeapon or implement a new IUsableItem.

Before you do that though we have made some significant improvements to melee attacking in version 2.4 so before you implement that I'm curious what you are going for. Tagging @Sangemdoko as he is working on this closely.
 
Sorry we missed this.


That's correct. The Use ability will talk to the equipped IUsableItem which will perform the use. The MeleeWeapon component implements the IUsableItem interface (and for a simpler example so does the flashlight) and depending on what you want to change you can either subclass MeleeWeapon or implement a new IUsableItem.

Before you do that though we have made some significant improvements to melee attacking in version 2.4 so before you implement that I'm curious what you are going for. Tagging @Sangemdoko as he is working on this closely.
No worries!

I actually have a video that shows my system in action.


It takes multiple button inputs based on an enum and a graph asset.
 
Gotta say, that combo system looks pretty cool! Hope you're able to integrate it nicely into UCC.

But yeah from your second post you said what I would have recommended, i.e. to create a custom IUsableItem item action in order to connect the Use ability to your combo animation system. Subclassing MeleeWeapon probably makes sense.
 
Gotta say, that combo system looks pretty cool! Hope you're able to integrate it nicely into UCC.

But yeah from your second post you said what I would have recommended, i.e. to create a custom IUsableItem item action in order to connect the Use ability to your combo animation system. Subclassing MeleeWeapon probably makes sense.
Thanks!

I'm working hard at it. Haven't been able touch it much today but I'm going to try and work the code into an ability with a custom melee weapon script. I want to make it an almost seamless transition to get one system working or reverting back. Might take a little longer than I thought though.
 
A small update


Not all hope is lost! I'm working with it as a normal ability that can only be activated when using certain item definitions.
I'm currently digging to see how UCC actually controls melee animations. I really want to make it more ingrained into the UCC systems. Right now its really hackey feeling.
 
Sorry to bother again in such a short amount of time, but I'm curious to know

Should I wait for the new update before trying to adapt my system? Is it going to change a lot?
I probably should have asked this before, but it didn't hit me until I reread the first reply.
 
Should I wait for the new update before trying to adapt my system? Is it going to change a lot?
I probably should have asked this before, but it didn't hit me until I reread the first reply.
The next update mostly focuses on targeting and new melee animations. A graph view like you have would be really neat but we won't be able to add it to the next update. I was thinking about it some more and instead of modifying the melee weapon class you should instead create a new selector:

 
The next update mostly focuses on targeting and new melee animations. A graph view like you have would be really neat but we won't be able to add it to the next update. I was thinking about it some more and instead of modifying the melee weapon class you should instead create a new selector:

That sounds a lot easier than what I was trying to do! Thanks for the advice on how to advance forward with this.
 
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