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Could someone help me to understand paragon's combo system

Currently, i'm re targeting shinbi's animation blueprint and character blueprint so that they both work with Kwang. I've gotten everything set up fine, but need a little help understanding the combo system they've put into place:

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From what i understand, each time the player hits the attack button, a switch case statement is executed, checking the current attack count(or number of times the player has hit the attack button), and playing a varying animation montage each time. within these montages are notifies which, when the animation reaches a certain point, calls them and triggers an event call(shown in the graph). the two notifies used in this system are save attack and reset combo, which alter the Boolean values reset combo. but that's where i get stuck. what's the point of these booleans? for example, when i attack again, is attacking is already true, setting save attack to true and ending the execution.

is there something i'm missing? if so, please help me work through understanding.

Product Version: UE 4.19
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asked Jun 23 '18 at 11:12 AM in C++ Programming

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Hey there! I know it's a bit late but I think I figured out how the system works. Basically when you attack it checks to see if you are already attacking, if it does it basically queues up another attack. The Save Attack event checks to see if you have inputted another attack by that point in the animation. If you have, then it begins another attack and if not, the combo will end when the animation ends by clearing the IsAttacking and SaveAttack variables.

The problem I have with this is there should be a range to input an attack before the combo resets, kind of like how you can delay attacks in DMC for different combos, which you could set up in this system by using another trigger to begin a separate combo. Does that make sense? It took my awhile to figure it out correctly.

Hope this helps!

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answered Dec 01 '18 at 06:55 PM

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