Melee module overview popularité : 85
Weapons popularité : 92
Blade component popularité : 89
Shields popularité : 88
Combat popularité : 89
Melee clip popularité : 73
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TEXTE AVANT FILTRAGETime to put everything learned together. So, we have Weapon assets which determine how the weapon captures hits and has a list of combo attacks, represented using Melee Clips. We also have a Shield asset associated that determines how the weapon will block and react to hits while blocking.

So, the question is: How do we create a combat system?

Engaging Combat

We’ll start seeing how to start engaging foes. Both from the Player and enemy perspectives, the process is the same. A Character must be wielding a weapon in order to be hurt.

So the first thing to do is to draw a weapon from the sheathe using the Draw Weapon action and passing the desired weapon as a parameter.

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("On Start" Trigger calls the "Draw Weapon" Action on the Player
Once the character has the weapon draw (the same should be done with the other enemies), it’s time to lock onto their opponents.

Enemies should always lock onto the Player. however, depending on the type of game, you may want to let the player lock onto enemies or use a more free-flow approach so it can attack anyone around.

To lock a character onto another one, simply use the Focus Target Action. It will automatically face it and all attacks will be directed towards its opponent. This is the easiest way to let enemies approach the Player.

Attacking

Attacking works the same way for the player and for enemies. In the Combo Creator list from the Weapon there should be a bunch of chains of attacks specified by key letters, like A+A+A.

In order to execute attacks, all that needs to be done is to use the Input Melee Attack Action. This, rather than instantly executing the desired attack, it will enqueue the command.

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(Input Melee Attack Action)
Input Commands are enqueued in a list and have a certain lifetime. If their lifetime expires, the commTEXTE APRES FILTRAGE
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