Assigning Attack Transforms
Last updated
Last updated
The Weapon Transforms List is a list of transforms an AI can use as its spawn source for its abilities. For example, a Mage can shoot a spell out of its left hand, right hand, or both, even if using just a single animation. This feature can also be used for Boss-like AI to have something like an impact effect play where their fist is at the time of a large attack.
These are based off of an AI's Attack Transforms within their AI's Combat Component under each Weapon Type foldout. You can press the + button to create a new element and then assign the desired transform. You can do this for multiple transform sources.
Important: Not applying an Attack Transform will cause abilities to spawn from the AI's Head Transform source (which is done as a failsafe so an AI can still function without throwing an error).
Users can customize which points an AI uses through the Emerald Attack Event when setting up Animation Events (if you haven't already done so). It is recommended user use the Animation Viewer Manager to do this. If you are not familiar with this tool, it is covered on the Animation Viewer Manager section of the Emerald AI Wiki.
Important: The name of the transform must match the one in the AI's Attack Transform List. Because animations can be shared across multiple AI, it is recommended that the names of attack transforms are kept consistent to maximize compatibility with other AI. You can create empty GameObjects (which use the same name and are parented to the desired transform) and assign these instead, if needed.