Custom Concurrent Abilities

atmuc

Member
Generally, ability animations start with conditions ( AbilityChange, AbilityIndex==x) and stop with condition (AbilityIndex != x). Animation Controller has a single AbilityIndex field so it looks like it can manage a single ability.

What do you suggest to manage multiple concurrent abilities that use animations?
 
Don't do it. There has to be one ability that sets the ability index, and "owns" the animations. You can use additional animator parameters or use existing ones to control different animations. For instance, the aim ability sets the bool "aim" which is used within the animator controller to play different animations, but it does not set a separate ability index. The SpeedChange ability is similar, but sets a float as multiplier.
 
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