Welcome back everyone in the next video we are going to be putting together an electro sparked use script. In preparation for that one in this video we need to add the audio, the variables and the functions needed for that upcoming electro spark use script. So let's jump right to it. First things first, I want to import in a sound effect. You should find that sound effect attached to this video lesson. Go ahead and download it and import it from there.
I have my sound effect located in this particular folder on my OneDrive. Once you have downloaded it and for you guys after you've downloaded it, it'll probably be in your downloads folder. For me it is in this folder. You can simply locate it left click drag and drop it into your content browser note our location here content Metroidvania audio Once you see that little plus symbol, you can release your left click and there is our s FX Electra spark that we're going to be making use of soon. That is now in place. So the next order of business is we need to do some work inside of our BP player.
So come to this directory, double click on your BP player and open her up. Alright, so first things first, along the left hand side, we want to add a new component. And the component that we're going to add is called a floating pawn movement component. Now, this is going to be used in this video and also for another not in this video for this skill, or electro spark skill as well as our Miss ability skill when we can transform our character into miss what this is going to allow us to do is if our character is falling, we're going to be able to use this component to Essentially freeze our character in midair if they choose to use the electro sparks skill. Okay, so if that's a little confusing, stay with me We'll get there eventually. Okay, so that's in place.
The next thing I want to do is create some variables. And these variables are going to be existing in our magic black electro sparks section currently consists of three variables. Let's go ahead and start creating them. The first variable we're going to create is called be used electro CE, Mark, question mark. This Boolean variable is going to be primarily used to drive which animation our character should play when we get to hooking up animations for this skill. Now I need to put this in the appropriate category.
So I could do that over here in the Details panel right here, or I could left click and drag it on top of my electrical spark data. So it is now in the oven. appropriate category. Okay the next variable i would like to create clicking the plus variable button this is going to be another Boolean this will be be electro Spark. Ready, question mark. I will drag and drop this into the appropriate section as well.
Now this one is going to be used in conjunction with the next variable that we're going to create here, clicking this plus variable button. This new variable that we are going to create is going to be called electro spark cool down. This won't be a Boolean it will be a float variable. Let's left click and drag it up into the appropriate section. So let's compile here quickly and set some default values. For starters, we've got this be used electro Spark.
We do not want to have that set to true by default, leave it false as it is okay? For electoral spark ready for this Boolean we do want to set it to be true. That is going to be used again in conjunction in conjunction with our electro spark cooldown which I will set the default value to be 2.1. The idea here is we're gonna say yes, electro Spark, you are ready to use this and then as soon as you use it, it's going to be flipped to false. And then after this time duration passes, 2.1 seconds, we're going to then flip it to true once again. Now why 2.1 seconds?
That's kind of a weird value, Mr. quandra. Well, the reason being is because the animation that we're going to have our character play when they are casting this skill takes 2.1 seconds, at which point I'm gonna say hey, you can cast it again should you have enough manner. Okay, so all that is in place next, let's come up under our functions section, we want to create a couple of functions that we're going to make use of in the next video. So let's click this plus function button. The first one we're going to create here is going to be called electro spark on obviously, we are going to call this function to happen when we have activated our electro Spark. Okay, the first thing I want to do is bring in a character moving component.
And off of this I'm going to drag off and I am going to type in is falling. Depending on if our character is falling or not. There are various things we've been wanting to do in this project. This is another case where we want to do something special if our character is falling. Let's Drag off the Return Value here and bring in a branch and that's going to allow us to specify what we Want to happen if it's true or false if we're falling, let's work off the false branch first. If we are not falling, I simply want to disable input.
Now this does require a Player Controller, so we can simply right click in some empty space here and type in Get Player Controller. This is pretty self explanatory. What this is going to do is if we are not falling when this gets called, we're just simply going to disable any sorts of controls that our player may want to input such as you know, moving left and right, pressing a jump button, that sort of things. Simply your controls aren't going to work. I'm going to bring in a little reroute node here by double clicking on that wire because I'm going to be sneaking around a series of nodes right up here. Okay, so, if it's true that our character is false, Something I want to do here is bring in our floating porn movement, and then drag off of that, and we're gonna say activate.
And the reason we want to do that is because if we call our electro sparks skill, our character is simply going to freeze in midair for a second. Okay, so this floating pawn movement is good for that. It's essentially a way to kind of hack them from falling, they're just gonna freeze their paws in midair. In addition to that, I want to bring in our character movement component drag and drop that in. And we're going to drag off of this and we're simply going to say D activate. So this is a way of just saying, Hey, we're just activating our floating pawn movement component.
We don't want our character movement component to be working at all, okay? Then take this and we still want to disable input whether that's true or false, so this is the script that you should have for your electrical spark being on. Okay, that's looking good. Let's create another function over here. And I am going to take a little shortcut by trying to duplicate this one. So I'm just going to right click on this and duplicate our electro spark on and now we're going to rename this electro spark off.
The reason I wanted to duplicate that is because there's a lot of nose here I want to share, I'm going to delete out these three nodes. However, I do want the floating upon movement. And I do want this character movement. And I do want this Player Controller. However, I am going to delete out these three top ones. First thing that really didn't say me too many nodes.
Now did Drag off of our Get Player Controller. And when our lecture spark is turned off, I want to enable input once again. You can, we will accept controls your controls dear user, then we're going to say floating porn movement going to drag off of this and we're going to say, Hey, we had it activated. Now we want to deactivate it. And then we're going to take our character movement Drag off of this and we're going to say, activate that once again. So once our electro spark is turned off, we're essentially saying, hey, if floating porn movement was turned on to freeze me from falling, we're going to deactivate that and we're going to reactivate our character movement component.
Alright guys, let's Compile and Save your prep work is all finished for our electro spark use grip. That's coming up next video. We'll see you there.