I solved the ducking problem. It was due to the analog input to the keyframe. So I connected the L/R signals through signal manipulators, and then used the ducking keyframe to turn those off. Then I added a manipulator to the D signal so that it goes to 100% after a low threshold. The keyframe now entirely cuts out the L/R signals. Success!
It will be a little trickier to have a "IsDucking" state to read to decide whether to do a normal or a low attack, but I guess I'll have to figure that out too. I guess I can put a further manipulator and turn every input over 1% to 100%, and read that signal in conjunction with a button press?
Man, Dreams is so much fun!
It will be a little trickier to have a "IsDucking" state to read to decide whether to do a normal or a low attack, but I guess I'll have to figure that out too. I guess I can put a further manipulator and turn every input over 1% to 100%, and read that signal in conjunction with a button press?
Man, Dreams is so much fun!