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This represents a melee weapon that is held by a Character Omnicontroller somewhere in it’s heirarchy. When attacking, the omnicontroller will use this melee weapon component to determine the base attributes of a given melee attack. The weapon damage for each is additive, meaning that if a player holds a weapon in each hand, each with a damage value of 10, then the total damage will become 20 plus any bonus damage set using ’SetBonusDamage’ (which only adds damage to the next attack). To use with inventory, this should be attached to the ’Active’ object, not the pickable, so that when it’s equipped this component will be in the player’s heirarchy.
float
damageDelayHow long after the start of the animation do we wait to apply damage? Time this with the point when the attack should connect.
Default value: 1
string
animationTriggerIf supplied, play this animation instead of the default attack animation.
Default value: ""
Adds additional damage to the next attack. Resets to 0 after attack
Argument: How much additional damage should we add?
float
damageDelayHow long after the start of the animation do we wait to apply damage? Time this with the point when the attack should connect.
Default value: 1
string
animationTriggerIf supplied, play this animation instead of the default attack animation.
Default value: ""
Adds additional damage to the next attack. Resets to 0 after attack
Argument: How much additional damage should we add?
Next: Modern Gun, Previous: Impact Damage, Up: Combat [Contents][Index]