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
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
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
Example of a ranged assassination by throwing a weapon.

Ranged assassinations will only trigger if a valid Range Assassination animation is assigned.

Step Image
Setting up range assassination animations in the blueprint.

You can control whether the thrown weapon can be picked up after impact:

Step Image
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.