I’m trying to implement a shield bash move, which acts a little bit like a spring; when the player holds down the trigger, it draws the shield toward them. When they release it, the shield quickly surges forward so incoming projectiles can be batted away in a timed fashion.
I’ve managed to get the basics of movement (i.e. preloading and unloading the shield) working with some events lightly adapted from dop2000 's recoil tutorial, but I’m having some difficulty in altering some of the maths functions. I’m generally happy with the trigger down movement that moves the shield towards the player.
The lerped release is what’s confusing me; how can I alter this so that the shield quickly surges forward to its original position rather than slowly settling back into place?
Again, I’m trying to get this to behave like a spring (or a bow string) where there’s a slower draw back and then a quick, strong release. Is there a way to have it momentarily shoot past its starting point on release a bit like a spring? I realise this might be getting into easing which is definitely beyond my ability at the moment!
Is this even the best approach for this kind of action? Any code/events/suggestions are greatly appreciated. I've uploaded the project in case that's helpful too.
https://www.dropbox.com/s/r46z9ma2usqrhpo/ShieldBash.c3p?dl=0