Paper2D attack combo system

I’ve been trying to get this system working for the past few days now, and I’m having no luck. Hoping someone here with more experience can give me some pointers.

The combo system works, to an extent, but if you hit the combo buttons too fast, everything goes wrong.

Pasteboard - Uploaded Image Here’s what I’ve got so far. Any pointers?

Im not the most advanced user …but seems like you need a way to to check which attack the character is currently in and when its finished in order to smoothly activate and swap attacks … hmmm. So attackinput into first attack anim. Out of that into a created bool set it true . eg.“bIsAttacking?” Then into a branch, get bIsAttacking? bool as condition. Then from branch fails set bIsAttacking? To false. Then when branch is true create a bool and set eg. “bIsAlreadyAttacking?” …hang on hang lol…

Am not at pc just doing it from head and am getting lost will try and get something going in the morning so i can show you rather than try and describe what to do lol. Basically im saying if you can set it up so you cant attack while attacking by checking a isattacking? Bool then set a delay up so there is a time frame to continue the combo say between 0.01 and .1sec after attack and it will attack with combo and then the next combo etc . But if you dont push it in that delay time then reset attack back to bIsAttacking? To false and it will just do a single attack and loop … hope that makes sense lol …did in my head . Let me know if you understand my ramblings or not and will try and help more so.

It sounds like you’re suggesting what I already have running. The problem is that the delays and commands to end the combo keep running even after the second input press sometimes. If you could show me what you’re thinking of, I’ll take a look at it and see if it suits my needs. Thank you! :slight_smile:

Surprisingly, this issue was resolved by simply changing a delay to a retriggerable delay towards the end of the blueprint. The freak incidents of it stopping mid-animation were caused by previous iterations of the delay ending. By making this delay a retriggerable delay, every time I execute a combo attack, it will reset that timer so that it’s checking properly.

Hope this makes sense, and helps someone else out who’s trying to do something like this.