07. Assassinations - dylogaming/CombatComponent GitHub Wiki
Assassinations Overview
There are two types of assassinations:
- Close: Physical takedown at close range.
- Ranged: Throw the equipped weapon at the target.
This system will be expanded significantly in future updates.
How Does It Work?
Assassinations are set up per-weapon, depending on the animations you assign to specific variables.
Step | Image |
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Setup for assigning assassination animations inside the weapon blueprint. |
Close Assassinations
For close takedowns:
- The player must overlap the takedown collision box.
- Press the Assassinate input button when overlapping.
Step | Image |
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Example of a close-range assassination in action. |
Future expansions will include:
• Takedowns from any direction
• Conditional takedowns (based on enemy health, combat state, etc.)
Ranged Assassinations
For ranged takedowns:
- The player must lock onto the target.
- Range animations must be assigned.
Step | Image |
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Example of a ranged assassination by throwing a weapon. |
Ranged assassinations will only trigger if a valid Range Assassination animation is assigned.
Step | Image |
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Setting up range assassination animations in the blueprint. |
You can control whether the thrown weapon can be picked up after impact:
Step | Image |
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If true: The thrown weapon stays at the target for pickup.If false: The weapon is destroyed on impact. |
Future expansions will allow using side weapons like throwing knives instead of always sacrificing the equipped weapon.