#Parry system structure

1 messages · Page 1 of 1 (latest)

acoustic sparrow
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Similar to a lot of battlegrounds i want a parry/blocking system, parry will occur right as the player presses f, after a certain amount of time, it will change to blocking until they let go, currently doing this via attributes on the char

was thinking of doing smthn similar to

  • detect user input
  • apply parry attribute
  • wait x amount of seconds
  • remove parry attribute and add block attribute

then

  • detect user let go of key
  • set both parry and block attributes to false

was just wondering if theres another more efficient way of doing this

frank quail
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This is pretty much how I did it, should work fine

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Attributes are pretty optimized

acoustic sparrow
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Alright thanks

dry wharf
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Did the same

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Might use states at some point

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And possibly connect user input through unreliable remotes

thorn rune
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and used workspace:GetPartsInPart() to detect all objects in the parry area

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if an object has the tag, it sets the object's position to just right in front of the player

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and for things like melees since my game's an fps and i mainly added this just for rockets, any bindable events with the tag under a detected object are fired

acoustic sparrow
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Thanks for remind me of the modulescript i spent 3 hours on

tough pagoda
silk socketBOT
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studio** You are now Level 3! **studio

acoustic sparrow
acoustic sparrow
tough pagoda
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I am trying to make a parry system as a beginer scripter

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and I wanna to see if what u explained on the OG post
is what Im trying to do

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so if u can show me a showcase of it

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id appreciate it

acoustic sparrow
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@tough pagoda

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sorry for late response

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gimmie a sec recording it rn