After the distance detection system had been set up successfully, I began to implement a similar system as I had previously done with the playable character, from a perspective at which I was creating multiple Anim Montages and applying various Anim Notify actions within them.
The difference within the setup of the NPC as opposed to the character was that I had to choose appropriate moves based on the distance check, these changed somewhat through the development process to allow for other effects and elements to be added into the NPC.
As the NPC's moveset consisted of singular moves, there was no setup for combos, as this may have tipped the game balance somewhat negatively as later implemented damage values were added in and the combos may have started to amount to too much damage being transferred to the player.
After the Anim Montages had been created, they needed to be set into a similarly constructed blueprint as my character attacks, and needed to make use of a new boolean variable called "in combat".
This would in turn stop the NPC from firing off attack animations whilst it is not in combat, or whilst it cannot physically see the player and actively trace its location.
Below is a small section of blueprint post-modification (to allow for debuff moves and projectiles) to highlight the above explanation, essentially showing that the NPC is in combat, and able to fire off one of two animations as a result of being at the specific range;

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