Pighaus Games Docs

These docs describe Fixed Angles and Blendshot, the next update, in development: everything in 1.3 and what it adds. 1.3 is in testing: read its docs.

Volumes, notifies and Sequencer1.3

Changing the lock's shot by place, by animation and by script: the Lock-On Volume, auto lock, the lock-on anim notifies, cutscenes, the Sequencer Lock-On track and the Blueprint nodes.

A Lock-On Preset says how a lock looks. These say when a different one takes over: walking into a corridor, a kill animation playing, a cutscene starting. Each asks for its preset under a name and a priority, so they stack and let go cleanly. See who picks the preset.

The Lock-On Volume#

A Blendable Lock-On Volume is a box, drawn in the lock-on green, that changes how a lock is framed while you're in it.

ModeWhat it does
While InsideIts preset frames any lock while you're inside, and lets go when you leave.
LatchCrossing it makes its preset your Base Preset, and it stays that way after you leave.
Auto Lock While InsideLike While Inside, and it locks on for you: to the nearest enemy inside, then the next as each one goes.

Give it a Lock-On Preset to swap the whole shot, or leave that empty and tick values under Override to change just those on whichever preset frames the lock: Never Further Than for a low ceiling, Come Round No More Than and Yaw Between for a corridor, the Line Rule, Swap Shoulders, What The Stick Does, Frame The Group, or Hide Markers. Priority decides between overlapping volumes, and Blend In Time and Blend Out Time say how long the change takes.

Auto lock#

Start Auto Lock has the lock-on lock on by itself, to the nearest enemy inside an area or within a distance of you, and on to the next nearest whenever that one dies or leaves. It runs under a name until Stop Auto Lock under the same name. While it holds, the lock moves to whoever is nearest once they're Switch To Nearer By closer than the one locked. Toggling the lock while auto lock holds lets the fight go until the next one starts.

Anim notifies#

NotifyDoes
Blendable Lock OnOne action at a moment in the animation: Lock On, Let Go, Toggle, Next Target, Push A Preset, Pop A Preset, Set The Base Preset, Start Auto Lock or Stop Auto Lock.
Blendable Lock-On Preset WindowFrames the lock with a preset, and any ticked overrides, for exactly as long as the window plays. It lets go as the window ends, however the animation stops.
Blendable Lock-On EffectPlays one of the preset's effects by name.
Blendable Lock-On FocusPlays one of the preset's changes of focus by name.

A window is the one to use for a finisher or a parry: a pair of instant notifies can leave the preset pushed if the montage is interrupted between them.

Cutscenes#

Lock-On In Cutscenes, in Blendable's project settings, says what a lock does when a cutscene takes the screen: Keep The Lock, Let Go, or Let Go, Then Lock Back On (the default), which locks back on to the same target as the cutscene ends if it can still be locked. A cutscene is another camera taking the screen from your pawn, or cinematic mode. Letting go and locking back on are quiet: no effects, hooks or moves play.

Sequencer#

A Blendable Lock-On track locks the player on and frames the lock for the length of each section. It's added at the top of the sequence rather than under a binding, since the lock is the player's. Target picks who, from the sequence's bindings; left empty, the section keeps the lock you have or takes whoever a lock would. Lock-On Preset frames it at Priority 50, above everything else by default, so the scripted moment holds. As It Starts and As It Ends say what happens to the lock at either end; by default a section lets go only of a lock it made.

A lock a section made is held against distance and sight, since a scripted target is often out of reach. Effects keys play the preset's named effects and changes of focus at moments you choose.

Blueprint#

NodeDoes
Toggle Lock, Lock To, Release LockLock on to the best target, to a given actor, or let go
Cycle Target, Cycle Lock Point, Set Lock PointMove to the next target or lock point
Push Lock-On Preset, Pop Lock-On Preset, Set Base PresetChange the preset framing the lock
Push Lock-On Overrides, Pop Lock-On OverridesChange chosen values of it
Start Auto Lock, Stop Auto LockLock on by itself for a fight
Hold LockKeep a lock against distance and sight, under a name
Play Lock-On Effect, Stop Lock-On EffectsPlay a named effect, or stop them all
Set Lock-On Focus, Clear Lock-On FocusChange what the lens keeps sharp
Get Lock-On ReadoutWhat the lock is doing, in plain lines

On Lock Acquired, On Lock Released, On Lock Switched and On Lock Ended tell you when things happen; On Lock Ended says whether the lock was let go, broken or lost.