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Both sides previous revision Previous revision Next revision | Previous revision | ||
global:combo [2016/01/14 22:06] Mistermind |
global:combo [2022/12/24 20:09] FreedTerror |
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**Air Recovery Type:** By default, choose what happens to a character when it gets hit in the air (or launched). | **Air Recovery Type:** By default, choose what happens to a character when it gets hit in the air (or launched). | ||
- | * __Allow | + | * **Allow |
- | * __Cant | + | * **Cant |
- | * __Dont | + | * **Dont |
**Reset Falling Force On Hit:** If enabled, falling characters will have their descending force reset to 0 if they get hit. This allows for easier juggles. | **Reset Falling Force On Hit:** If enabled, falling characters will have their descending force reset to 0 if they get hit. This allows for easier juggles. | ||
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Code example: | Code example: | ||
- | <code c#>void OnHit(MoveInfo move, CharacterInfo | + | <code c#>void OnHit(MoveInfo move, ControlsScript |
if (hitter.currentGaugePoints > 100) UFE.config.comboOptions.neverAirRecover = true; | if (hitter.currentGaugePoints > 100) UFE.config.comboOptions.neverAirRecover = true; | ||
} | } |