#can't decide between using playerstate or hitboxes

1 messages · Page 1 of 1 (latest)

slim wind
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trying to make a parrying system in my singleplayer story game, but i can't decide between

1 - using playerstate. for example if playerstate == isParrying then negate any damage if theyre colliding with an enemy hitbox
2 - spawning a counter "parry" hitbox that negates any damage if it collides with an enemy's hitbox

worldly gorgeBOT
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studio** You are now Level 1! **studio

blazing palm
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what kind of combat are you doing?

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realistic, go for hitbox style(you can add states for double check), otherwise, having a comprehensive fsm is really good

slim wind
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so kind of fast paced/momentum-based

slim wind
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tysm

blazing palm
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momentum based means alot of moving? if thers alot of moving itll be harder for hitboxes since theres latency

blazing palm
slim wind
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thank you sm

frigid flume
# slim wind thank you sm

yea also just want to add onto the whole finite state machine part that ayan mentioned. Make sure you make a REALLY focus on this part since its very useful this video has a good breakdown of hsfm. (its in c# but u can implement it in roblox pretty easily - minus the parallel sequence part since im too dumb to that so I cant say) https://youtu.be/c-XoTg6Fba4?si=6tQYf8t38jRpP_Sk

Hierarchical State Machines (HSMs) offer a powerful way to structure complex game logic by organizing states into nested layers of behavior. In this video, we build a fully functional HSM system in Unity from the ground up, starting with core concepts like state activation and transitions, then layering in a robust transition sequencer that acts...

▶ Play video
craggy rain
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I'd go for playerstate definitely

worldly gorgeBOT
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studio** You are now Level 18! **studio

craggy rain
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because you can make it easier and have more control, less bugs

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and still would feel good

blazing palm
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@slim wind if you're making state machine you need to use hsm

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or else you're gonna have tons of states

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group them up and you get hsm

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㊗️