Okay, so we're spawning in some minions, but the problem is they all spawn facing that way.
And also we're not playing a montage for summoning.
So that's what I'd like to do in this video and to play a montage, we need one.
So we're going to go to assets, enemies, shaman animations, and we're going to make a summon montage.
So here's our shaman summon.
We're going to right click Create, and in Montage we're going to call this Am underscore Shaman, underscore,
summon and open that up.
And the first thing I'm going to do is just send an event.
So I'm going to change this one in my notify tracks to event and right click.
And I think I'd like to do it right about here towards the end, right click add, notify Montage event.
And what is the event tag?
Well, it's going to be a summon actually.
So we could use montage attack one for this for now, that's totally fine.
And in our summon ability, what I want to do is play a montage and wait just after we've shown these
effects.
So right before our delay here, I'm going to take all of these nodes and move them out and we're going
to play a montage and wait right here after the for each loop.
So play montage and wait.
We're going to select that montage for now.
I'm going to hardcode in that summon montage.
Like so and after play montage and wait we're going to wait game play event.
And we're going to wait for that attack.
One gameplay tag that we sent and on event received, that's when we're going to continue summoning
all of the creatures.
So let's see what happens if we just play.
And it looks like we're just continuing to spawn.
It doesn't look like we really.
Got anything the first time?
We spawn some minions a couple times there, and that's probably because we have too high of a delay.
So we can play montage and wait, and I don't think we need that delay anymore as we're now waiting
for the gameplay event.
So let's see how it looks without a delay.
I think that our event is too late.
We're going to have it.
Let's see.
Let's have our event a little earlier, like right there.
Think that looks better?
We could even have it slightly earlier.
I like that.
Maybe even a little earlier.
We just need a split second before those demons get spawned.
Yeah, I think that looks better a lot faster.
Okay, so we do want to limit how many we spawn.
We'll get to that.
But for the rest of this video, I want to concern myself with the orientation of these demons that
spawn in.
So I'd like to calculate a spawn rotation.
Now, that could be pretty easy.
I'm going to get the Avatar actor location.
So get Avatar actor from actor info.
I'm going to get its location.
And I'm going to find the lookout rotation from the actor location to this location here, the spawn
transform location.
So we're going to use find look at rotation.
Only I'd like the opposite of that.
I want the lookout rotation from the spawn location to the shaman.
So I'm going to have this one go in first and this one go in second to the target.
And that's going to be the spawn transform rotation.
So the lookout rotation looking from the demon to the shaman, or is that.
I think that's the opposite of what I wanted, actually.
Yeah.
So the opposite I want from the shaman to the demon location.
So let's swap that out.
And now the demons will be facing outward, away from the shaman.
That's what I wanted.
Cool.
All right.
Things are coming along.
We're spawning a lot of enemies.
Way too many.
And one last thing before we wrap up is notice when we get a summon, there's a little bit of a foot
slide at the end of that summon montage.
That's actually pretty easily fixable.
If we go into our shaman, summon animation and scroll down to enable root motion.
If we check that, then we won't be able to have our shaman move while it's in this animation.
So if we click play, we'll see that it stays put until the end of that.
Shaman summon animation.
All right.
So we have a lot of enemies being summoned, but that's something we could easily fix and we'll take
care of that soon.
So excellent job and I'll see you soon.