Melee Weapons¶
Melee settings are defined in melee_descriptions_library_pve. This file has the list of actual melee descriptions. Each melee weapon description is a separate file (such as melee_chainsword_desc).
Melee Description fields¶
- Body Desc uid — model of the firearm. This field can be empty if the melee weapon is part of the character model.
- Health damage, heavy hit damage — base damage amount of the melee weapon. Each combo defines its actual damage as a percentage of this base.
- Owner TPL — the character who holds this weapon.
- Melee Detector settings — describes melee detectors. A melee detector consists of a starting bone, an ending bone, and offsets for each bone. Starting and ending bones can be the same. The bone represents what is supposed to hit when a melee strike is played. Example: for a shoulder attack detector, the bone is
clavicleR.
Combo parry settings¶
- Parry anim link, Riposte anim link, Abort anim link — records from animation_table for animation ordering.
- Parry stance anim link — animation played when entering the parry stance.
- Parry/Riposte anim link override per enemy — selection of animation based on the enemy's archetype UID.
- Abort strike possibility — time window allowing the interruption of a melee strike with parry.
- Parry enabled duration — time after entering the parry stance that counts as parry.
- Riposte enabled duration — time after entering the parry stance that counts as riposte.
- Parry direction angle — the angle between actor forward and incoming hit direction that allows parry.
- Riposte damage settings — damage dealt to the riposted enemy.
-
Combo blueprint desc — the blueprint that describes combos for this melee weapon. Every combo blueprint starts with a Local start node. The Melee Combo Start node has outputs for
LIGHT_TAPandLIGHT_HOLD. The Melee Combo Strike node is used to play the actual attack and has the same output pins.
-
Combo slowdown settings — can be
null. Describes how time slows down during the strike. - Strike settings:
- Need ignore inputs and targets — uses user forward as the strike direction.
- Unconstrainable — incoming attacks stop constraining to the actor during a melee strike.
- Constrain offset — when greater than zero, actor moves towards a point with this offset.
- Constrain weight — from 0 to 1, how much actor is pushed towards the offset point. 1 means it is guaranteed that by the end of the animation the actor reaches the offset point.
- Target weight — from 0 to 1, how much the target influences a constrain trajectory.
- Rotation weight — from 0 to 1, how hard the actor rotates towards the target.
- Constrain max linear speed — maximum speed allowed for the actor during constraining.
- Max damaged actors — the number of actors a single melee strike can damage.
- Animation link — the animation from
animation_tablethat is used for this melee strike. - Melee detectors — melee detectors to activate during this strike.
- Main/Extra damage settings — damage applied to struck targets.
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