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Command Action

How fighter can trigger actions by the combinaison of game input

Normally each character has it's own command actions stored in DataTable

Data Example

Here is a example of one command action to trigger a special kick attack

Configuration

  • Input Chord Data -> The input combinaison (like 2 + 6 + MK)
  • On Action Success -> What action to perform depend of the Owner core state

Input Chord Data

Each input combinaison possibility are stored in InputChordDataAsset

A legit question

Q : Why in DataAsset and not directly in each Command Action ?

The advantage to store in a DataAsset it's for more flexible reuse

By default the plugin have already some common input chords and you can add your own of course

InputChordDataAsset

Q : What does this resource contain ?

InputChordDataAsset

This example mean : Bottom(2) + Right(6) + MK(13)

AnimNotifyState and Combo

We can also trigger action thanks Animation

Usually this way to use Command Action are used for Combo Mechanic

For example if we want make a combo of two punch we can add in a punch animation an AnimNotifyState called AFTANCommandAction

InputChordDataAsset

Good to know

The Name in the Command Action can be used for Logging or Debugging