#Cuffs discussion

1 messages · Page 1 of 1 (latest)

bold dragon
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the problem I'm facing now is transitioning between animations. There is put them on animation, which has all the fancy transitions between them and then it snaps into gadget pose, which changes the direction character is facing and his stance. My gadget graph looks simple for now

woeful parcel
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What's the problem?

bold dragon
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snapping between player_main.aw RESTRAINED graph node -> Locomotion graph node with the activated gadget layer. Transition just snaps character in place

woeful parcel
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Messing with the player main aw is a big no no and should be avoided at all costs.

bold dragon
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I haven't found a way to make it cleaner without touching the main graph. And as I was told this was the only way it can be made

woeful parcel
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All this does is force people to use your mod or any other mod that also edits the main aw.

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They can't use both.

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Right now that might not be an issue. but if someone else comes along to make an animation mod, people will have to use one or the other, unfortunately.

bold dragon
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What are the options for making this modular ?

woeful parcel
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Do it all from the gadget and not touch the main aw.

bold dragon
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how would gadget trigger animations on the other player that is being restrained ?

woeful parcel
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Doesn't the bandage action do something like that with the target player? or maybe I'm mistaken.

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If you wanna hop down here.

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@bold dragon

torpid monolith
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@woeful parcel Hey, how did you make the handcuffs show/hide? Did you use a slot?

If yes, is the item already in the prefab or do you spawn it dynamically?

bold dragon
torpid monolith
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Yes how to?

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Spawn entinty?

bold dragon
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spawn prefab and attach it