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#1

Combo Logic

Archive: 3 posts


I'm making a level with an action oriented battle system but I'm having problems with making combos. I've already made animations and stuff but the logic is giving me a hard time. Anyone have any suggestions as to what I should use?2012-03-11 09:50:00

Author:
Unknown User


Although there should be other simpler or more complex methods, LBP2-Torials 11: Ordered Inputs and Lockboxes (Part One) (http://www.youtube.com/watch?v=nCryeXkKpDQ) seems a good point to start.
Obviously you exchange grab switches to controllinator inputs. ; )
2012-03-11 11:14:00

Author:
zupaton
Posts: 167


You can use a a selector. Each output is a combo step. If on step 1 AND you press square, perform attack and go to step two. If frame two AND press triangle...
You'll need multiple selectors for multiple combo styles, and make sure that if you are in the middle of a combo you don't trigger another one. And you make sure that waiting too long comes back to step 1. I wouldn't do it, I'm too lazy
2012-03-12 03:01:00

Author:
Unknown User


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