Clone Drone in the Danger Zone

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How to unequip the players weapon
I want to be able to unequip the players weapon and then give it back to them during an animation. I know it has something to do with mind transfers, but that's all I know
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Showing 1-7 of 7 comments
Spookypizza 70 4 Jan, 2022 @ 6:52pm 
Originally posted by PeanutCrackers:
I want to be able to unequip the players weapon and then give it back to them during an animation. I know it has something to do with mind transfers, but that's all I know
You can unequip there wepeaon whle in the animation tab when you select the settings on the character
P1nkTheDino 2 5 Jan, 2022 @ 5:09pm 
The player animator won't work here, since it can only work if you activate "control player."
I want the player to not be able to hold their weapon even while playing, until a certain point in the story.
True Spino 6 6 Jan, 2022 @ 7:04pm 
Originally posted by PeanutCrackers:
The player animator won't work here, since it can only work if you activate "control player."
I want the player to not be able to hold their weapon even while playing, until a certain point in the story.
i asked this a bit ago too, and apparently there are 3 ways(1 modded)
1.
you can just restrict them from getting the sword, hammer, bow, or spear upgrade, but they wont be able to get it later on

2.
you can mind transfer them into another robot, and put unequip weapons active until you want them to have a weapon, but they wont be in a human robot

3.(modded)
do the same as the last method, but install a mod with a playerdummy to mindtransfer them into (idk which mod tho)
Originally posted by PeanutCrackers:
The player animator won't work here, since it can only work if you activate "control player."
I want the player to not be able to hold their weapon even while playing, until a certain point in the story.

There is an easy way to do what you are asking. All you need to do is set up a player animator, 2 triggers, and 2 animation tracks.

-First place the player animator. Set it to "Don't Lock Movement" and set the "Seconds to Tween Pos" to 0. Create 2 animation tracks. All the animation work will only require you to use the player animator.

-Your first animation track will disarm the player. The disarm animation track should use the call method "Take control of player" and check "Unequip weapons" at the start of the animation. It will be a good idea to copy and paste the nodes at the 0.25 second mark in case the animation does not work properly. If you want the player to stay disarmed after dying and respawning, set the animation to "Looping"

-Your second animation track will arm the player for combat. The arming animation track should use the call method "TryEquipWeapon" and uncheck "Unequip weapons" at the start of the animation. At the 0.25 second mark, you should use the call method, "Release Player".

-Now set up 2 "PlayerUseKeyTriggers". Make sure to label them "DisarmPlayer" and "ArmPlayer" so it's easier to organize. For your disarm animation, make it to play on "DisarmPlayer" and stop on "ArmPlayer". For your arming animation, make it play on "ArmPlayer" and stop on "DisarmPlayer".

Now that you set up the animations and triggers, you can test them out and see if they work. It should do what you had in mind. This can work for any situation with any weapons. Just keep in mind if the players have kick or flame breath, they can still use it even if you disarm them.
Last edited by hollowedcommander; 6 Jan, 2022 @ 8:54pm
P1nkTheDino 2 7 Jan, 2022 @ 3:36pm 
Thanks, works perfectly!
True Spino 6 12 Jan, 2022 @ 4:35pm 
Originally posted by hollowedcommander:
Originally posted by PeanutCrackers:
The player animator won't work here, since it can only work if you activate "control player."
I want the player to not be able to hold their weapon even while playing, until a certain point in the story.

There is an easy way to do what you are asking. All you need to do is set up a player animator, 2 triggers, and 2 animation tracks.

-First place the player animator. Set it to "Don't Lock Movement" and set the "Seconds to Tween Pos" to 0. Create 2 animation tracks. All the animation work will only require you to use the player animator.

-Your first animation track will disarm the player. The disarm animation track should use the call method "Take control of player" and check "Unequip weapons" at the start of the animation. It will be a good idea to copy and paste the nodes at the 0.25 second mark in case the animation does not work properly. If you want the player to stay disarmed after dying and respawning, set the animation to "Looping"

-Your second animation track will arm the player for combat. The arming animation track should use the call method "TryEquipWeapon" and uncheck "Unequip weapons" at the start of the animation. At the 0.25 second mark, you should use the call method, "Release Player".

-Now set up 2 "PlayerUseKeyTriggers". Make sure to label them "DisarmPlayer" and "ArmPlayer" so it's easier to organize. For your disarm animation, make it to play on "DisarmPlayer" and stop on "ArmPlayer". For your arming animation, make it play on "ArmPlayer" and stop on "DisarmPlayer".

Now that you set up the animations and triggers, you can test them out and see if they work. It should do what you had in mind. This can work for any situation with any weapons. Just keep in mind if the players have kick or flame breath, they can still use it even if you disarm them.
oh cool
True Spino 6 18 Jan, 2022 @ 4:03pm 
i stand corrected
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