Hello,
I want to run some ideas and questions by you guys before I start implementing this spell/ability system so that I might be able to get some ideas & clarifications on how it can be built ontop of Opsive's UIS and UCC.
I want a spell/ability system that allows a player to cast spells/abilities using their hot-bar, but the spells/abilities available are specific to the characters currently equipped weapon type (like New World). The player can also always just swing their weapon with left-click for standard attacks.
My original thoughts on this were to use UIS for the spells/abilities, where a spell/ability is just an `item definition` that has some hidden `spell` category so that spells cant be seen in the normal inventory. Based on the currently equipped weapon category, I can then restrict which spells/abilities can be bound to the hot-bar. So, if the player is equipping a two-handed sword, they will see a set of abilities they can perform with the hot-bar, but they can also just left-click with the sword to perform the `use` ability of UCC, where the two-handed sword has a standard MeleeWeapon.cs ItemAction.
Does it make sense to use UIS for this kind of thing? What's the best way to set this up in UCC? Should I have a different slot on the UCC character for each hot-bar slot that a spell can be bound to?
I want to run some ideas and questions by you guys before I start implementing this spell/ability system so that I might be able to get some ideas & clarifications on how it can be built ontop of Opsive's UIS and UCC.
I want a spell/ability system that allows a player to cast spells/abilities using their hot-bar, but the spells/abilities available are specific to the characters currently equipped weapon type (like New World). The player can also always just swing their weapon with left-click for standard attacks.
My original thoughts on this were to use UIS for the spells/abilities, where a spell/ability is just an `item definition` that has some hidden `spell` category so that spells cant be seen in the normal inventory. Based on the currently equipped weapon category, I can then restrict which spells/abilities can be bound to the hot-bar. So, if the player is equipping a two-handed sword, they will see a set of abilities they can perform with the hot-bar, but they can also just left-click with the sword to perform the `use` ability of UCC, where the two-handed sword has a standard MeleeWeapon.cs ItemAction.
Does it make sense to use UIS for this kind of thing? What's the best way to set this up in UCC? Should I have a different slot on the UCC character for each hot-bar slot that a spell can be bound to?