Weapons
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The Weapons configuration holds a host of global settings based on weapons. This configuration mostly includes setting up trigger buttons for blocking, parrying and cycling through weapons but also includes weapon UI setup.
For information on making weapons for your characters please click here, these settings cover inputs for weapons equipped like the block and parry button etc.
In this configuration you can manage the following:‌
Weapon Equip Cycling
Weapon UI
Weapon Block
Weapon Parry
Weapon Dropping ‌
‌The settings in the Weapon input section allow for the player to cycle to the next or previous weapon making the character unequip the current weapon and then equip the next.
The Key option will allow you to select a specific key from the dropdown to activate the ability.
The Button option will allow you to enter a string which should match the same button name setup in the Unity Input Manager (both old and new). This method allows the end user to configure inputs which map to the button name added in this text box.
When enabled you also have the choice to configure if the middle mouse scroll is included as a trigger to cycle and also what key/button can be used to go to the next or previous weapon.
There is also a trigger in this section to set which key will load the current equipped weapon if it has been setup to reload ammo.
Image GUI
‌‌This setting requires a Unity image object which can be created from the Unity menu: GameObject > UI > Image or Raw Image
This object can be placed anywhere on the screen and will display the ‘Icon Image’ of the weapon which is currently equipped.
Ammo GUI
‌‌This setting requires a Unity text object which can be created from the Unity menu: GameObject > UI >Text
This object can be placed anywhere on the screen and will display the ammo status of the weapon which is currently equipped.
If Use Reload has been set up for the weapon then it will show the CurrentClipCount/MaxAmmo, else it will just show the current Ammo value.
‌This part of the configuration is also where you can configure what input trigger will activate the current equipped weapons block and parry. This requires that the current equipped weapon has been enabled to block and parry.
For both blocking and parrying:
The Key option will allow you to select a specific key from the dropdown to activate the ability.
The Button option will allow you to enter a string which should match the same button name setup in the Unity Input Manager (both old and new). This method allows the end user to configure inputs which map to the button name added in this text box.
Block durability determines how many attacks the character can block. The entity will stop blocking If the block durability value reaches 0 from blocking abilities.
Here is where you setup the max durability the character has, how much durability regens every second and if the durability only regens when the character is not blocking
Block durability ensures that there is a limit to how much a character or enemy can block before the block is broken.
‌This setting if enabled will allow for the user to trigger a button to drop the current equipped weapon, if the weapon is set to be droppable. There is 2 options to trigger the weapon drop:
The Key option will allow you to select a specific key from the dropdown to activate the ability.
The Button option will allow you to enter a string which should match the same button name setup in the Unity Input Manager (both old and new). This method allows the end user to configure inputs which map to the button name added in this text box.
This setting if enabled will stop the current weapon from dropping if the character has less then a defined number of enabled weapons. For example if set to 1 then the current weapon will not drop if the entity only has 1 weapon enabled.
When ticked a box will appear to define the number of weapons which the entity needs more of to allow for the current weapon to be dropped.
for example if set to 2 then the current weapon can only be dropped if the entity has 3 or more weapons enabled
It is highly recommended to read the tooltips in the blue boxes for a full description on what each setting does
If the load default icon ​ is clicked then the ABC_GUI default prefab will be added to the Hierarchy and the "equippedWeaponImage" object will be added to the setting. This example can be used, referenced or edited.
If the load default icon ​ is clicked then the ABC_GUI default prefab will be added to the Hierarchy and the "equippedWeaponAmmo" object will be added to the setting. This example can be used, referenced or edited.