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About Modular Action System (MAS)

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Modular Action System (in short MAS) will allow you to create actions inside Data Assets. Default Data Asset can be overriden to add your logic inside it. After you populate the instances of your created actions, you can input these actions to your Characters in your Controllers and the actor component Action Manager will handle the rest.

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What You Can Do With MAS

  • Action Buffers is integrated in the Action Component. So input actions will be added to the queue to be played when the higher priority action finishes its prior phase.
  • Action Chains allows you to input chain of actions to the component. Even the single actions are converted to a single chain. This system will allow you to give bunch of actions related together, and each action will be independent to be overriden. (For example 0-GetArrow, 1-DrawBow 2-ReleaseBow)
  • Ability System can be achieved with checking if the character can perform this action by looking the character's current attributes.
  • Looping Actions can also be done by creating looping montage. As long as the montage is looping action and its phase remains the same. (For example: Blocking, DrawingBow, Falling, Aiming).
  • Online Replicated Actions is integrated with the system. Montages will be played, action phases will be updated in both client and the server.
  • Combo systems for your combat can be easly achived.
  • Gameplay Events can be triggered inside actions. (For example: StartInteraction, StartWeaponTrail etc.)