Implementing a refresh move history function and a more specific launch direction for an airdash.
Currently I have this blueprint model set up:
And I really need it to be able to do two things in particular before I start adding animation. One is that I need it to refresh the input history after it has been detected that the key has been hit twice. And I also need it to be able to launch in specific directions(probably via a different velocity method?) so that I can map appropriate facing directions for each keyboard character and their respective forward left right backward directions.
I tried utilizing this way of refreshing the input history: http://gregmladucky.com/blog/?p=690
But I can't find the proper way to plug it into my current function.
If someone could help point me in the direction of using a better velocity launching method then that would help greatly as well. I think trying to either change or modify the get forward vector part of the function and have tried a couple things so far.
An extra thing that I'm going to want once I can achieve these two things is to be able to only use these particular types of dashes in the air, as I want to create separate dash styles for grounded-movement.
I would greatly appreciate the help, thank you!
asked Oct 25 '17 at 07:06 AM in Blueprint Scripting
Hello Motoko. I saw your question in discord. And if you've seen my last answer, that had a problem when the camera turned in the middle of the double tap.
Here is the Event Graph. With each directional input requesting their respective dash direction.
In here you see the Check Dash Double Tap macro, which receives a input and check if it's been requested before. Don't forget to set the initial value of Last Input to 255. (Also, use Get Time Seconds, because it's the in-game time count. Get Real Time Seconds is the active system time which counts even if the game is paused)
And here's the Try Dashing function, which checks if the player is either walking or falling, then proceeds to dash if it's possible.
And here are the properties.
Now one thing to note, it's a pretty bare bones logic. You might need to adjust the inputs the more complex your character movement gets.
I hope it helps! Let me know if I missed something.
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