I’m not 100% sure on how I want it to work. I have a few ideas, but not sure on the best approach. I’m an animator by profession and the scripting part of it is quite alien. Though, I know a fair bit of 3ds Max MAXScript and Arduino sketches.
My thoughts on the overhead ‘monkey bars’ is this: -
Idea 1: Run the player into the trigger volume. This aligns the character with the first rung, in the correct orientation. Pushing forward on the joypad swings him from rung to rung, until he reaches the end. The second trigger volume returns him to his normal idle/walk/run Blend_1D.
The problem I have here is that the controls are set up so that if I pull down on the joypad, the character runs towards the screen… and not backwards. i.e. it’s not an over-the-shoulder 3rd person control mechanism. I would need to change the way the camera works and also lock any lateral, side-to-side movement.
Idea 2: Have the camera swing round to turn the swing into a “side-scroller”. So, only left and right on the joypad work and lock any other movement.
Idea 3: Have the whole swing set up as a ‘Montage’ and have the player do button presses for each swing, checking for Notifies in the Montage animation loop.
I have VERY little knowledge about setting up Quicktime Events and Notifies. Though, I know how the Montage system works a little.
I knew nothing about curves/splines until today. Thanks for letting me know about them. I’ll do a little digging. It’s all a learning experience for me. Games I’ve worked on, in the past, I never went near the coding/level design scripts, but I’m really interested in it all. I don’t have to know it for my current job, but I always like to learn something new.
I’ve managed to get the player moving to a spot when he enters the trigger volume, but he’s moving to the BP’s root location and not the location of the component ‘Start Point’ within the MonkeyBar_BP. Any ideas?