FIRST PERSON DIRECTIONAL COMBAT MODULE

I Implemented this by modifying all the first person and third person behavior trees from the ground up, creating new state machines. New events were also necessary to detect direction in this creation engine and was created to cache the required events when performing the game inputs

This Converts Havok-based creation engine game’s attack input and behavior into a direction dependent combat system in first person

ALL NEW ATTACK ANIMATIONS WITH ENUMERATOR BASED DAMAGE

I implemented an annotation based reaction system and block check in line with the behaviors, in these types of game, there is no current code that checks for direction. Collision traces are also not used but proximity checks.

So the directional variables are sent by annotation to communicate to the receiving collided actor

After implementing the reception of annotations, the behaviors were then implemented to different states on both the block and attacking behavioral state machines

Over 100 in place animations and 8 combo sequnces