Topic: Force a move on a player?

Is it possible to force a move on a player via code?

I'd like to add a dizzy state by tracking a meter and when that meter gets full, just play a move on the effected player.


Is this possible?

Thanks

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Re: Force a move on a player?

It's definitely something that should be added if it's not. I'm not completely sure off the top of my head how to force run a TestCollision() hit.

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Re: Force a move on a player?

UFE doesn't have a way to "force" a move, but you can force inputs instead. Take a look at this post:
http://www.ufe3d.com/forum/viewtopic.php?pid=9763#p9763

You can set a move to be executed by a specific input and just call on that input instead.

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Re: Force a move on a player?

Mistermind wrote:

UFE doesn't have a way to "force" a move, but you can force inputs instead. Take a look at this post:
http://www.ufe3d.com/forum/viewtopic.php?pid=9763#p9763

You can set a move to be executed by a specific input and just call on that input instead.

So theoretically you can have a "button" that is only used to initiate the stun state, make sure it's not map-able to a keyboard/gamepad, and then use this PressButton() method to initate the 'stun button' has been pressed by that player?

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Re: Force a move on a player?

MrPonton wrote:
Mistermind wrote:

UFE doesn't have a way to "force" a move, but you can force inputs instead. Take a look at this post:
http://www.ufe3d.com/forum/viewtopic.php?pid=9763#p9763

You can set a move to be executed by a specific input and just call on that input instead.

So theoretically you can have a "button" that is only used to initiate the stun state, make sure it's not map-able to a keyboard/gamepad, and then use this PressButton() method to initate the 'stun button' has been pressed by that player?

Correct. You still need to add the button under Unity's input manager (and assign that under Global Editor's Input Options), but you can assign a dummy key.

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