#Idk how to add my moves to my combat system
1 messages · Page 1 of 1 (latest)
what
this is like
the simplest logic ever
surley if you made moves you know how to do this right
can u elaborate son
like deal damage to them and bleed damage or something??
No I think he means that he has fully made moves
Now he wants to add those moves into full movesets that are choosable
My way of selecting characters in my asymmetrical game concept was using cmdr for commands, that way i made a command that turns me into a killer with 3 moves. Those moves are naturally parented to a folder inside of the killer character (inside of replicated storage). Then when the command is fired, i give my player a new character (the killer character) and parent the folder with attacks inside to the players backpack.
this might help, any issues then let us know
I recommend a bit more of an elaborate setup.
I'll send the layout in a second it's fairly dynamic
seconds later
no mind if you need an extra second 
k basic rundown of how it works
ReplicatedStorage
-[CharScripts (Folder)
--[Killers (Folder)
---[(Folders for each killer)
--[Survivors (Folder)
---[(Folders for each survivor)
-[Characters (Folder)
--[Killers (Folder)
---[(Killer Name) (Folder)
----[Default (Model)
----[SkinA (Model)
----[SkinB (Model)
--[Survivors (Folder)
---[(Survior Name) (Folder)
----[Default (Model)
----[SkinA (Model)
When a survivor or killer is spawned, it checks for Killers (or Survivors):FindFirstChild(CharacterName)
if it's found then it does a couple of checks
checks if the folder has a child named "Default", and if it does then clicking equip sets that, being the base character. In my game, though, there's a skins menu which allows you to view every other character model except Default, but the button is greyed out if there is none. If it can't find the Default skin, it will replace it with Folder:GetChildren()[1] or delete the folder.
after the character is chosen, it checks the appropriate folder in characterscripts. if it find one with the character's name, it clones everything inside the folder to the character.
then for abilities i just put remoteevents inside of the charscripts folder, as well as a script that provides funcitonality
the player has a localscript that checks for the abilites and allows you to activate them
there's M1Ability, QAbility, EAbility, and RAbility
thats basically it
fully fucntion asym characters
mine just uses the bindable events makes it a bit more dynamic
tools could theoretically work
but I've already made the better system so
but arent optimized i heard
and it's just less good in this scenario
on PC you can use q e and r as well as m1
u don't gotta use tools
yeah i tried doing remotes and inputserver meanwhile i had tools but they never ran, i should check into that again
on the client make a table of valid key binds for each mey
and if the input.Keycode is in there then fire the appropriate event if it's found
ass
do one better then
do two better
