My team and I are trying to create a “Jedi Physics” system - in which a player can “force” grab an opponent and toss them like a ragdoll. Ideally, the opponent will only be affected by this “force” if they are in a certain proximity range near the player.
The object is to develop a small melee game - where players try to “force grab” eachother and fling eachother off the edge of a floating arena in space.
This is a good example of what we are looking for :
I was having a really hard time finding a solution to this problem - yet - I cannot imagine it can be that difficult to develop in blueprints. Any help would be really appreciated - as I do not know where to start.
May the force be with you all - and I hope that you all have a great day!
It shows how to create a Skyrim-style physics object dragging system, which is quite similar to what you want to achieve (with some modifications to range, strength, max weight etc.).
Read through the tutorial - it seems like a good starting place. Ideally - instead of weight as a parameter of picking up or not - I would like to set it at near death - because I want this to be a final blow.
i.e 20% health left - characters are able to be picked up for “rag doll throw”
I am getting pretty far with this tutorial - but somethings adrift - am I the only one who wants to do this? Is there a simpler action i.e - “grab physics component” - that I am missing - this tutorial really dives deep with the “weight/mass” variable - and I don’t really care for that.
What I am trying to do - is have a button press - that “force grabs” - whatever the line trace overlaps.
Any idea how to apply this trick to an enemy AI? My goal is to shoot enemy players down with a “Kamehaha” (DBZ) type attack - and when they reach a certain level of health - be able to grab them and flick them like ragdolls. I tried to add “Pawns” to the object type array class - but to no avail. Any ideas?
Thank you thank you - I will show screenshots later if need be =D