Hi all,

Does anyone have good experience with combo systems like for a fighting game?

I'm refactoring my combat system for my game and I'm trying out the Animation State Machine. But that doesn't seem to work that well for me, as AnimationTree doesn't seem to work with AnimationPlayer's signals. It could also be me that haven't worked that much with the the Animation State Machine before. I can see the use for simple states, but maybe not for a combo system. Does anyone have any success with this?

Just wanted to ask if there's a good pattern I could draw inspiration from?

As far as I know you can call functions in animation frames.

Have a combo_window bool somewhere. For example, if kick has 17 frames, call function that will set combo_window to true at frame 10 and to false at frame 15.

When user press a key for different kick, if it's in combo chain check if combo_window is true. If it's true continue comco chain, if it's not execute it as seperate kick.

Not tested, but that's how I would set it up.

    Vododovoodvod Thanks! Yeah, I will need to set those function calls for each animation I guess.

    Also trying to understand, how does the expression work under the Advanced section in a transition? First I thought that this would just trigger a "travel" if Expression is true. But testing it, this seems to run the animation itself while true. The entire AnimationStateMachine is a little confusing to me in how I can control the flow.

      MikeCL Not entirely sure, I suppose you could check the docs or make smaller projext just to test stuff you need.