How can i make an attack with holding a key so that when i hold the key it shoots in 0.4s interval and if i don't hold it and click as fast as i can it then still shoot with max 0,4 per sec ?

I have the hold key set up/ pulse ( i try both) and it works when i hold the key but when im starting to click very fast on it i have either A) it shoots as fast as i am clicking or B) with another setting the best or close i can get is that clicking very fast is equal to shooting around 0.7 or so time per second but not as the same speed interval as when im holding the key- which i want to achieve…

Here is the settings i have for A) shooting non stop and very fast when im awso clicking very fast

the “Actuation Treshold” If it is anything over 0 then i can fast click and it shoots exactly as fast as i am clicking… I want to click as fast as i can but shoot in the same interval as if i am holding the key down. Which is set to 0.4 sec so basicly 2.5 times per second… How can i achieve that ?

If i set “Actuation Treshold” to 0 then thats close to what i try to get but its shooting around 0.7 per secound…

Here is acctually a video how this looks like.

Im starting shooting in the first 5 sec with holding the key. So this is the speed i want to achieve when im fast clicking as well… But after the 5 sec of holding you see what happens when i start spamming the key… it shoots like 0,7 per sec… Then i switch the settings on the “Actuation Treshold” everything over 0 sec even if its 0.01 sec i can then shoot as fast as i click so if i click 6 times per second then i will shoot 6 times in 1 sec…

P.S. my settings on the key input itself…
bandicam 2023-07-22 00-11-49-703

Hey @catz111

you could use one action:

or two actions:
Manual


Auto

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the “most direct” method would be to use Animation where you use a bool for “attacking” (you could use not attacking depending on your disposition towards the Not Node) when ever it is just about to play the attack animation, and then false from the “completed” and “blend out” pins. then right before you do your “shoot” logic you check if attack != true

the “more aggressive” method would be to use the hold behavior you have from the Ongoing Exec pin.
but then use an accumulator:

the “most aggressive” would be to implement an Action Priority Queue system, but this might have bigger implications.

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Hey this seems to work exactly as i wanted thx :smiley:

I used this one

It looks little messy on my side but here is how it is…

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Is it acctually possible to add a skill on it where i have faster attack speed to 0.3 sec for example instead of 0.4 as it is of now? i would have to subtract 0.1 sec from the delay and somehow get access to this Interval in the input where the “pulse” and hold" is. Do you think thats possible somehow ?

Just use HOLD

and this

or

to adjust the delay

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Ty this might work. I’m only not sure how i can implement my skill system to change the duration of the delay…

It looks like this not sure why i get an error when i try to connect the delay float value which i promoted to a variable from the delay node…

The skill has to be activated first so after purchasing the skill with a skill point then it executes the code from the screenshot above… Not sure why i get the error and if that would work anyway to set the new delay time by -0.1 sec if i set it like that…

Edit: lol i forget to connect it as it say there nevermind about that…

Looks like it does work acctually :smiley:

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I guess i was celebrating too early. It works on the delay node only so when i hold the key and take the “Attack Speed skill” lets say it gives me 50% more attack speed then it subtract from the delay node half of it so -0.2. Then it shoots accordingly with this speed but the problem remains when i start fast clicking it shoots as fast as on the controller this “Hold” was set to (which is 0.4) :frowning:

I need to get access to it as well for my skill so i not only change the delay node to 0.2 but this hold as well… or fast clicking stay behind to 0.4 speed and holding is at 0.2 which is 50% faster but that is pretty bad…

Is this information not saved here on the button event ?
bandicam 2023-07-22 20-52-00-020

If i can promote this to a variable and change the value there as well maybe thats how it will work hopefully…

Like this

You can even create your own triggers and modifiers.

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Hey man i have 2 questions about this one. First my cast to “Trigger Hold” has an execution pin and don’t looks like yours… But beside that it seems to work only for 1 skill…

How could i add more attack speed skills to this Actuation Treshold so it adds for each skill lets say 0.1 sec less. So far i can connect only 1 to it. if i combine skill 1 and subtract/add skill 2 and connect it directly to the actuation treshold it executes it immidiatly whitout to need to purchase the skill because of the “subtract node” which do not need to beconnected to skill 1 or 2 if you know what i mean…



PurchasedSkills =>
X=2 means this is for ability 2, here MyAbility
Y=1 means this skill was purchased
Z= add this to the multiplier

The InputAction has no Trigger or Modifier.

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I don’t have time to try it out the next few days but i will revisit it later when i can. This looks pretty good tough ty.

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