I have a simple animation trigger that goes something like this:
When Player Platformer is falling -> Play Jump animation at frame 1
-When Input pressed -> Play Jump animation at frame 2
(A setup for playing a certain frame for jumping while in the air)
However since the mid-air firing animation plays when the input is pressed, it only shows the firing animation as the button is pressed. Since it's a sub-event of the player falling it just goes back to the falling animation after a milisecond of the button being pressed. As you can imagine this is not my desired effect.
I want the mid-air animation to play when the player is in the air and fires the firing button, but for about a second for every time the firing key is pressed. I figured I could get this done with triggering a Boolean value and have that Boolean value make itself false after a wait command, but I feel like an easier workaround probably exists.