Hello everyone,
I have a question about building a combat system (3rd Person) using a sword.
I played a game on PS2 many years ago called ‘The Mark of Kri’. It is a great game and was especially enjoyable due to the type of targeting system used.
The character could do a target sweep 360 degrees picking up every enemy within the sweep range assigning random buttons to enemies (X, Y, A, B or PS2 Buttons). The character could then press these buttons to pinpoint an attack, causing the player to move back and forth between enemies based on the target button press vs. enemy button assigned (if that makes sense).
I would like to implement something like this in a game I’ve been working on for a year, but I’m not really sure how to even get started.
Does anyone have any advice, or know of a tutorial that would cover what I’m aiming to achieve?
I have attached a small clip and some photos of what I’m talking about.
I hope there’s someone out there that can help with this.
Thanks everyone.
https://www.youtube.com/watch?v=Kc-hkfh_sK8
Hey @Dr.Scientist76! Welcome to the forums!
Interesting idea here… So I could give you a rough outline, I think.
So for the targeting system:
You could design a system using a collision sphere (overlap only) on the player, and when an enemy enters it you assign it to a variable (just have 4 empty variables for A,B,X,Y positions) and put that icon over their head on their blueprints using a 3d Widget and an image. When they die or exit the sphere, you remove them from the reference “Slot”.
Create input actions for all 4 buttons, and add them to the input mapping context.
Then in the player, create events for all 4 of those (or reuse what is already there) and use branches. Check the appropriate reference “Slot” using IsValid? checks (or Validated Get) and if the reference IS VALID, turn towards enemy and attack, and if it IS NOT VALID, do the standard thing (such as X for open door vs X to attack enemy with X over head).
Hope that helps!! 
1 Like
Wow! Thanks so much! That makes a lot of sense. I’m a bit new to this so I realize this idea is ambitious. The explanation has the kind of logic I was hoping for. I thought a collision sphere or something like that would be the starting point, but wasn’t sure.
I wish there was a tutorial somewhere to walk me through it, but that seems like wish-thinking.
Again, I really appreciate it!
1 Like
It’s just experience with logic PLUS experience with Unreal. You’ll get there!
Glad I could help!