Firezown
(Firezown)
September 27, 2014, 2:58am
14
Okay, I’m looking at your image and… if your fireball can ONLY be fired by fully charging it, why bother with the charge state at all? You could remove the entire “charge” execution track from the timeline, delete your charge state variable, remove the “auto fire” var, and simply tell it to fire when the timeline is done.
I’m sorry, man, I’m not entirely sure what you’re after with this. Can you describe to me exactly how you want this fireball to function in game? i.e. how do you want it to behave if you hold down the fire button and release it? If you hold it down without releasing it? If you tap it? If you hold it down for a short period and release it? What, specifically, do you want this subsystem to do?
There are a lot of different ways that a charging fireball attack could work, and I can’t figure out what’s wrong with your BP until I can figure out what exactly you’re TRYING to make it do.
Like This.
Its basically the same as in the video. Hold down a key until you want it to be fire. The longer you hold it down the better it is. right click to cancel.