Melee Weapon Use Rate and Use Complete Event

nathanj

Active member
Hello again,

Would there be any chance of having the Use rate on the Melee Weapon script be synced to the Use Complete Event?

For example, I have two attacks for my melee weapon, one that triggers if I am aiming and one if I am not. They are not the same length in time so I have to set the Use Rate to the longer clip length. This means that when the shorter animation finishes I have to wait a portion of time before it can be triggered again.

Would it be possible to have the Use Rate synced to the Use Complete Event?

Thanks as always,
Nathan
 
I'm pretty sure you can just set the Use Rate to 0 and control the timing with the Use/Use Complete animation events. I.e. enable "Wait For Animation Event" and make sure your animation clips have those events defined in their events timeline (OnAnimatorItemUse, and OnAnimatorItemUseComplete).
 
Sweet. I’ll test this tomorrow. For some reason I thought you needed a value and .0001 was messing me up.
Animation has proper events so this should just work then. I’ll let you know if it doesn’t ;)

thanks!
 
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