Writing Custom Sequencer for Movement
Posted: Fri Jan 03, 2020 8:54 pm
Hi,
I'm looking at trying to make a cutscene with Dialogue System now and had a couple of questions regarding sequencer commands.
1.
I'm trying to write a custom sequencer command that will interact with the game's physics engine to enable an NPC to walk to a certain point in the middle of a conversation I'm not sure how to do this- I understand from the documentation that there is a GetParameter command but I'm not really sure how to use it. I know I need to get a reference to a input component in the NPC that controls its movement.
2.
I haven't really looked into getting this working yet, but I'd like to play/loop two different animation states within one dialogue node. For example, the NPC says a line, then starts mining or something. The two animation states I need is a 'windup' or preparatory animation that transitions into a looping mining animation. I've managed to get animations to play using the AnimatorPlay function but haven't really done any research on getting this to work aside from looking at the documentation.
Any wisdom you might have on this is appreciated. Thanks!
I'm looking at trying to make a cutscene with Dialogue System now and had a couple of questions regarding sequencer commands.
1.
I'm trying to write a custom sequencer command that will interact with the game's physics engine to enable an NPC to walk to a certain point in the middle of a conversation I'm not sure how to do this- I understand from the documentation that there is a GetParameter command but I'm not really sure how to use it. I know I need to get a reference to a input component in the NPC that controls its movement.
2.
I haven't really looked into getting this working yet, but I'd like to play/loop two different animation states within one dialogue node. For example, the NPC says a line, then starts mining or something. The two animation states I need is a 'windup' or preparatory animation that transitions into a looping mining animation. I've managed to get animations to play using the AnimatorPlay function but haven't really done any research on getting this to work aside from looking at the documentation.
Any wisdom you might have on this is appreciated. Thanks!