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I would love if they did this! |
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It's not currently implemented. The workaround is to store inputs on the blackboard. |
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For example, I have a state called "throw". This state plays a throwing animation and then spawns a thrown object. However, I want the spawned thrown object to be controlled by parameters. That is to say, when I call dispatch("throw", {item_id = 1001}), the "throw" state should be able to read this Cargo object and implement the logic of instantiating the specific thrown object and launching it in the _enter phase.
If LimboHSM does not support this, what method should I use to achieve this? Should I use a BlackBoard to pass this data?
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