Timeline for How can I facilitate communication between "attack" and "movement" components?
Current License: CC BY-SA 3.0
12 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jul 22, 2016 at 0:54 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
| Jun 13, 2016 at 3:24 | history | tweeted | twitter.com/StackGameDev/status/742195898055286784 | ||
| S Jun 12, 2016 at 21:06 | history | suggested | Sturlen | Poster confirmed engine version | |
| Jun 12, 2016 at 21:00 | review | Suggested edits | |||
| S Jun 12, 2016 at 21:06 | |||||
| Jun 12, 2016 at 20:49 | comment | added | Carlos Ibáñez Chacana | @ZEKE unreal engine 4... sorry, should have mentioned that | |
| Jun 12, 2016 at 20:49 | comment | added | Carlos Ibáñez Chacana | @Benzi they are movement modes like MOVE_Falling or MOVE_Walking, only they are used in PhysCustom, they are indeed states of my movement component. The problem comes when other components like attack component want to move the character, like a lunging attack, should move the character due the corresponding attack, but it isn't quite the responsibility of the movement component | |
| Jun 12, 2016 at 12:15 | comment | added | Sturlen | Are we talking Unreal 1, 2, 3 or 4? | |
| Jun 11, 2016 at 22:34 | comment | added | Benzi | On the design front, why are wall slide, climb, grab etc different components as opposed to states? Like you couldn't you have a generic component for movement that can in turn run the required state? | |
| Jun 11, 2016 at 16:02 | history | edited | user1430 | CC BY-SA 3.0 | deleted 292 characters in body; edited title |
| Jun 11, 2016 at 16:00 | answer | added | user1430 | timeline score: 1 | |
| Jun 11, 2016 at 14:47 | review | First posts | |||
| Jun 11, 2016 at 14:55 | |||||
| Jun 11, 2016 at 14:45 | history | asked | Carlos Ibáñez Chacana | CC BY-SA 3.0 |