I am now very good at editing .combos as I have been exploring the various buttons and how I can assign attacks to them, and while exploring the documentation, I found this handy little section.
Now, by using this code structure, am I able to make combinations of buttons, that when all pressed, can trigger another state? If so, I am indeed able to make alot of variations of attacks, yes?/ButtonsPressed("<button>"[, "<button>"][, ...]);
//ButtonsReleased("<button>"[, "<button>"][, ...]);
// Set a condition on any of a number of buttons being
// pressed or released. This condition differs from
// Button in the following ways:
// It does not consume button events; this makes it
// possible to test a button but leave it in the
// queue to trigger a transition from the following
// state.
// It can test multiple buttons simultaneously.
// If both ButtonsPressed and ButtonsReleased conditions
// are present, they are evaluated collectively; i.e.
// if any button in the ButtonPressed list was
// pressed or any button in the ButtonReleased list
// was released, this part of the condition passes.
// <button> string param; values one or more of:
// "Fire" - Fire button
// "FireSecondary" - Secondary fire button
// "Jump" - Jump button
// "Sprint" - Sprint button
// "Crouch" - Crouch button
// "Reload" - Reload button
// "All", "Any" - Any button
// "!<button>" - Remove this button from the list;
// useful with "Any".
ButtonsPressed("All", "!Reload"); // any button but reload was pressed
ButtonsReleased("Fire"); // or fire was released
I shall explain a bit of what I have found so you can see from my perspective what I am talking about.
Code: Select all
State("IDLE")
{
Duration(0.0); // infinite duration
EnergyRestoreRate(); // (0.0, "FromSoldier")
InputLock(0.15, "Sprint", "Jump", "Crouch");
Transition("PRIM_ATTACK")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Stand", "Crouch");
Button("Fire", "Press");
}
}
Transition("BACK_ATTACK")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Stand", "Crouch");
Button("Fire", "Press");
Thrust(">", 0.25);
ThrustAngle(135, 225);
}
}
Transition("ATTACK1")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Stand", "Crouch");
Button("FireSecondary", "Press");
}
}
Transition("THIRDATTACK1")
{
If()
{
Break(); // all transitions are breaking if Duration is 0
Posture("Stand", "Crouch");
Button("Reload", "Tap");
}
}
}What I wish to do is set the Obiwan dash to a combination of buttons, so it is actually like you have to put effort to obtain a stronger attack.
Anyways, I hope you guys know what Im talking about.

