#how can i detecet a ranged attack then is plays an animattion

1 messages · Page 1 of 1 (latest)

hazy aspen
#

^^

glass pawn
#

I'm interested in that too

hollow granite
#

query.facing_target_to_range_attack && query.is_charged

hazy aspen
#

@hollow granite it doesn't work

#
    "format_version": "1.19.0",
    "animation_controllers": {
        "controller.animation.unknown.new": {
            "initial_state": "none",
            "states": {
                "none": {
                    "transitions": [
                        {"red": "query.has_target"}
                    ],
                    "blend_via_shortest_path": true
                },
                "red": {
                    "animations": ["red"],
                    "transitions": [
                        {"blue": "query.facing_target_to_range_attack && query.is_charged"},
                        {"none": "!query.has_target"}
                    ],
                    "blend_via_shortest_path": true
                },
                "blue": {
                    "animations": ["blue"],
                    "transitions": [
                        {"none": "!query.has_target \n"},
                        {"red": "!query.facing_target_to_range_attack && query.is_charged && query.has_target \n"}
                    ]
                }
            }
        }
    }
}```
hazy aspen
#

?query.facing_target_to_range_attack

fervent inletBOT
hazy aspen
#

my entitey does not use a bow

hollow granite
#

What are you using to shoot the projectile?

hazy aspen
#

nothing behavior.ranged attack

#

or what ever

hollow granite
#

That's exactly what the query checks for idk

hazy aspen
#

well it not work

#
                "priority": 0,
                "attack_interval_min": 1,
                "attack_interval_max": 3,
                "attack_radius": 15,
                "burst_shots": 10,
                "burst_interval": 0
            },```
hollow granite
#

and that works in game?

hazy aspen
#

yeah but not animation

#

plese

#

@hollow granite

hollow granite
#

try just query.facing_target_to_range_attack without query.is_charged

hazy aspen
#

that ran when it has a target... ialready tried it

#

please @hollow granite

#

is it possible?

hollow granite
#

yeah I've made entities play shooting animations before with that query before

hazy aspen
#

i made the animation loop mode hold on last fram

#

whats the play once thing??

hollow granite
hazy aspen
#

no loop thing nedded

hollow granite
# hazy aspen no loop thing nedded

that is the loop thing? It makes the animation stay on the last frame once the animation is over, this allows for blending between animaitons

hazy aspen
#

still nope

hollow granite
#

send the client entity file, server entity file and animation controller

hazy aspen
#

please

#

@hollow granite here it is

#

gotta go bye please make the blue fire when its attacking and red when it has a target

hazy aspen
#

@hollow granite have u fixed it

hollow granite
#
    "format_version": "1.19.0",
    "animation_controllers": {
        "controller.animation.unknown.new": {
            "initial_state": "none",
            "states": {
                "none": {
                    "transitions": [
                        {
                            "red": "query.has_target"
                        }
                    ],
                    "blend_via_shortest_path": true
                },
                "red": {
                    "animations": [
                        "red"
                    ],
                    "transitions": [
                        {
                            "blue": "query.facing_target_to_range_attack && query.is_charged"
                        },
                        {
                            "none": "!query.has_target"
                        }
                    ],
                    "blend_via_shortest_path": true
                },
                "blue": {
                    "animations": [
                        "blue"
                    ],
                    "transitions": [
                        {
                            "none": "!query.has_target"
                        },
                        {
                            "red": "!(query.facing_target_to_range_attack && query.is_charged) && query.has_target"
                        }
                    ]
                }
            }
        }
    }
}```
hazy aspen
#

what was wrong

hollow granite
#

ranged attack component

night trellis
#

I have yet to see what's the use of q.facing_target_to_range_attack lol