Behavior_Tool¶
Tools are objects that a character picks up and equips. In a scene, you can create as many tools as you want. This Behavior_Tool community component defines the UI icon, handle position, and droppability of your tool. You also configure the animation to play when executing the tool's Ability with this component.
This component includes:
Property | Description |
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Active tool logo | An active tool to be used as a combat weapon |
RequiresHandle | Whether a handle is needed to hold the tool. If this setting is set to True, continue to set the bone point, position, and rotation of the handle. |
Droppable | Whether the character can drop the tool |
Ability list | The list of Abilities. An Ability defines how a character uses a tool. An Ability is executed when the trigger is activated, and the character performs a specified animation then. Click Add Ability to create a new Ability. See the following table for Ability properties. |
Ability¶
Property | Description |
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ID | The identifier of the Ability. An integer between 1 and 100. Must be unique within the scene. |
Name | The name of the Ability |
Active mode | Determines how the Ability should behave while being executed
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Duration | How long it takes to fully execute the Ability, measured in seconds. A value between 0 and 9999. Default: 0.2. |
Interrupt event | An event type that interrupts an active Ability |
Trigger type | The type of Ability trigger.
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Key code | A key for Ability trigger |
Key phase |
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Active Ability | Triggers when a specified Ability is active. If this setting is set to True, specify an Ability's ID, so when the specified Ability is active, the Ability executes. |
Custom property | Triggers when a specified custom property of the tool or the tool owner meets the value requirement you set. If this setting is set to True, specify the custom property's name, location, value, and relationship to the value. |
Executed Ability | Triggers if a specified Ability is executed. If this setting is set to True, specify an Ability's ID. |
Cover move mode | Determines what behaviors/actions to be overrode when the Ability is being executed.
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Cover camera mode | How the camera works when the Ability is being executed
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Animator IK mode | The Inverse Kinematics (IK) allows a specific body part to move with the tool.
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Cover control mode | Controls the character's orientation when the Ability is being executed
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Parameter | A parameter for the API that you want to call later
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Animation picker | The type of animation to play when the Ability is executed. Select Built-in for a built-in animation, or Select for an owned animation in Asset Library. |
Animation | The animation to play when the Ability is executed |
Motion mode | The character's motion mode.
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Audio | An audio from Asset Library to play when the Ability is executed |