DEADFALL #11
- Senzu ZX
- Jan 25, 2022
- 1 min read
This week we created hit detections between the attacks, using skeletal anim notfiers to call damage in synchronicity with each hit. This would allow for every attack to be registered and call a DoDamage event, allowing the enemy AI to give the appropriate responses. Using blueprint script i had created multiple different damage states for the enemy. A basic staggered state if the enemy was hit, a knock-down state which has the enemy locked onto the floor a brief period of time and then a long combo state, causing the enemy to spin while being attacked, giving the feeling of juggling the enemy combatant within the combo

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