@farshad When the zombie is Severed with the shotgun, or is crawling, i was trying to get it to play a new Attack anim montage where it attacks with the left arm only. When the zombie is normal (not severed) the attack works fine
@ben4886 I tested it and added a print screen inside the Attack Event before the Play Montage call. For crawling zombies, I checked the attack logic and it is only controlled in this section, meaning there is no other place affecting it.
So all you need to do is change the right-hand animation to the left-hand one and assign it to the Attack Montage variable.
If you already did this, will it still attack with the right hand? Since only this animation is being played.
@farshad I bet that is going to be it. I have been changing the Severed Attack Montage, not the Attack Montage. I will test it when i am home from work
@farshad I have it working, i changed it again in the Crawling Zombie BP, even though i did that before. Strange
Next question though, is there a way to have the walk animations on random? Obviously they are set up with a Blend Space, bt is there a way to randomly choose which anim they use (like adding hit reaction on an array) or do i need a whole new blendspace per zombie walk anim?
@ben4886 I think the best and easiest approach would be to create multiple Blend Spaces, I mean one for each walk style and randomly select one using Blend Poses by enum or int. Another option is using Animation Layers if you're familiar with them, we already use them for the player in the framework.
@ben4886 In the AnimBP, you can place a Blend Pose by Int/Enum node before the Final output Pose, with each input using a different Blend Space. Then just set the Int/Enum value to choose which walk style it uses.
You can make a random Integer and use it to determine which animation gets played per zombie.
@ben4886 Simply create an Integer variable and set its default value to 0. Then use the Random Int function to assign it a random value (for example, between 1 - 4, depending on how many different BS you have). Do this on the Begin Play node in Anim BP.
Then, in the Anim Graph, follow the screenshot and connect each BS to its corresponding pin. This way, every zombie will randomly select one of the Blend Spaces after it spawns, giving each zombie a more varied movement style.
How can I set a full mouse controlls when aiming with a weapon? Adding XY2D mouse inputs to IMC_Default works only for rotating in place, but it doesn't work for aiming upwards & downwards.
@commancho Mouse is not implemented by default in the framework. The UpdateAimOffset function in BP_PlayerCharacter class is where the look up/down behavior is implemented. You could try hooking your mouse input into that section and use it to drive the aim offset values. That should give you a good starting point for implementing mouse-controlled aiming.
Hi. Got an interesting problem i'm hoping you can help me with. I am trying to get different sounds to play when the zombie is in Idle state and walking. I currently have 4 blendspaces plaugged in to the Anim BP (as you previously assited with). If i put a Play Sound anim notify in the animation sequences for Idle and Walking, the sound still plays when the zombie dies. The way the Zombies are set up, it isnt possible to get "Walk Speed" in the character BP (maybe because it is using a behavior tree? i dont know).
How do i get it to play a sound cue on Idle state, then a different one on walking and moving towards us, which stops on zombie death?
