MV - Adding wind-up animations to attacks in QABS

● ARCHIVED · READ-ONLY
Started by Oir 1 posts View original ↗
  1. I'm having an issue adding wind-ups to my attack animations in QABS. In this example, my player is a tank/cannon which fires arrows. I would like my skill sequence to display as follows:

    1. Cannon displays wind-up animation
    2. Arrows flies from cannon as a projectile skill, moving in the direction where it was aimed

    I've attached a few clips of the problems I've experienced and the things I've tried.

    CLIP 1: NO WINDUP ANIMATION (Works perfectly but I want to add windup animation)

    [embedded media]

    ARROW SKILL (Skill 3)
    <absSettings>
    collider: circle, 10, 40
    cooldown: 10
    infront: true
    rotate: true
    through: 1
    </absSettings>

    <absSequence>
    picture arrow true 4
    move forward 1000 40 false
    </absSequence>


    -------------------------------------------------------------

    CLIP 2: ADD "USER POSE" ABSSEQUENCE
    • Wind-up pose plays perfectly
    • Aiming is still intact
    • Although arrow doesn't fire until the end of the wind-up pose, arrow hitbox spawns at the start of the wind-up animation, causing desync during movement.



    ARROW SKILL (Skill 3)
    <absSettings>
    collider: circle, 10, 40
    cooldown: 10
    infront: true
    rotate: true
    through: 1
    </absSettings>

    <absSequence>
    user pose windup true
    picture arrow true 4
    move forward 1000 40 false
    </absSequence>


    -------------------------------------------------------------

    CLIP 3: MAKE WINDUP ANIMATION ITS OWN SKILL THEN "USER FORCESKILL" THE ARROW
    • Skill is no longer desync'd (like it was in Clip 2) due to not spawning the arrow skill until the end of the pose.
    • There's some weird interaction with the direction of the skill which occurs if you move your mouse during the wind-up animation as shown in the beginning of the clip.
    • The direction the arrow skill moves is now based on the movement direction of the player instead of the mouse. (Perhaps related to the above problem?)



    WINDUP SKILL (Skill 6)
    <absSettings>
    collider: circle, 0, 0
    cooldown: 40
    </absSettings>

    <absSequence>
    user pose windup true
    user directionFix true
    (Have also tried without "user directionFix")
    user forceSkill 3
    user directionFix false
    </absSequence>



    ARROW SKILL (Skill 3)
    <absSettings>
    collider: circle, 10, 40
    cooldown: 10
    infront: true
    rotate: true
    through: 1
    </absSettings>

    <absSequence>
    picture arrow true 4
    move forward 1000 40 false
    </absSequence>


    -------------------------------------------------------------

    I'm kind of at my wit's end here (not that my wit is very big to begin with :3)
    I essentially want Clip 2 without the desync or Clip 3 without the aiming problems.

    I'm aware that this could be solved by simply locking player movement during the skill but moving while attacking is important to me and I'd like to keep that if at all possible.

    Here is my project folder alongside QSprite Editor in case anybody wants information that I didn't provide.

    Any ideas would be greatly appreciated.