Freeflow Combat blueprint System?

Fixed it by setting length to 0.25

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@Mind-Brain one more problem though. If I press the attack button multiple times in succession to the same enemy then I go off the map.
2023-01-09 20-18-29.mkv (13.0 MB)

@Mind-Brain ?

home dawg, people like mind brain are volunteer moderators and/or users. Everybody is also making their own games. This isnā€™t like a customer support hotline.

You are going to continually face many challenges in trying to make a game - you wonā€™t be able to have people on forums help you for every problem.

If you cannot go more than two steps on your own, that is indication that you are taking on too much of a challenge.

YOu are trying to make a AAA game mechanic but you donā€™t yet have Pong skills. You need to take a few steps back and learn the basics.

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Okay so whatā€™s happening is itā€™s restarting the logic in that execution line every time you hit enter. So what weā€™re going to do is split that line!

Right click and make a CustomEvent (name it whatever but try not to rename it afterward to avoid confusion). Move your ā€œenterā€ part away from the rest of the code, including the branch. Then off of the ā€œFalseā€ line, CALL your custom event (it should be what you named it). Like so:

And that will prevent restarts of the line if you are already attacking :slight_smile:

Alright, thanks!

Would I use the same timeline or make a new one?

I think this is right.(I replaced ā€œEnterā€ with a gamepad input btw)

Youā€™ll plug your Custom Event into the timeline you already have! Youā€™re just replacing the ā€œEnterā€ input and ā€œIsAttackingā€ check.

So before it was:

Enter-> Restart all logic ā†’ Check IsAttacking ā†’ If False, do timeline.

Now, it is:

Enter-> Restart all logic UNTIL custom event ā†’ Check IsAttacking ā†’ If False, Do Custom Event.


Custom Event gets run ā†’ cancel execution if line is running->do timeline.

So by splitting it up we are creating multiple threads. A stopgap, if you will. So pressing enter wonā€™t cancel anything after the custom event, which was the issue. Because it canā€™t proceed unless IsAttacking is FALSE, which wonā€™t happen until the execution of your timeline is finished :slight_smile:

Alright, Iā€™m gonna see if this works.

Unfortunately, the same thing is still happening. :frowning_face:
2023-01-09 21-41-29.mkv (17.7 MB)

Nevermind! I fixed it!

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@Mind-Brain just wondering is there any way to hide the sphere trace? It gets kind of disorienting :sweat_smile:

Yeah! Itā€™s in the dropdown you currently have as ā€œFor Durationā€! :slight_smile:

Thanks! Right now Iā€™m working on making the enemies have hit reactions, but I canā€™t seem to get it to work.

Hereā€™s my code:
ThirdPersonBP:


My ThirdPerson_AnimBP:

And my AI_BP:

So Iā€™m seeing one integral piece that is missing, and that should clear things up!

Where is damage being dealt? Because right now thereā€™s a lot of ā€œOn Take Any Damageā€ but no damage is being taken by anyone, at least not in any code youā€™ve shown so far. Have you just forgotten to show it or didja forget it :stuck_out_tongue:

Oh right, I think I just forgot it

I accidentally posted the same photo twice hold on

Hereā€™s the photo of my ThirdPersonBP code:

Gotcha! Now what causes this event to fire?

What about calling this Event? (thatā€™s the light blue one with the envelope)

As of right now, thereā€™s nothing saying ā€œHey, do the thing that does the damageā€. You have ā€œThe thing that does the damageā€ but thereā€™s no ā€œdo thatā€. Does that make sense?