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global:knockdown

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Knock Down Options

Set how your game behave when a character is in knockdown. Each option represents a different knockdown type.

Default Knockdown: When a character gets hit of the air, once they hit the ground, these options are applied.

High Knockdown: When a character gets hit with a High Knockdown hit type, these options are applied.

Mid Knockdown: When a character gets hit with a High-Low Knockdown hit type, these options are applied.

Sweep Knockdown: When a character gets hit with a Sweep Knockdown hit type, these options are applied.

Crumple Knockdown: When a character gets hit by a Crumple hit strength, these options are applied.

Wall Bounce Knockdown: When a character gets hit by a Wallbounce that knocks the character out, these options are applied.


Options

Knock Out Time: How long the character stays on the ground after being knocked out.

Stand Up Time: How long will the related “stand up” animation play for.

Knockdown Hit Boxes: Should the character have hitboxes or be invincible while down?

Allow Quick Stand: If toggled on, when the selected buttons are pressed the character will stand up quicker (not functional yet).

Allow Delayed Stand: If toggled on, when the selected buttons are held down the character will stay out a little longer (not functional yet).

Predefined Push Force: Some knockdown options must have a predefined push force applied so you can sync the animation up when these physics are applied into the game.

Notes:

  • Crumple Knockdown time is defined by the hit stun applied during the hit.
  • While in Crumple state the character will retain its hitboxes, but be invincible while standing up from it. Toggling “Stand Up Hit Boxes” will have their hitboxes exposed.
  • If any vertical forces are applied during a crumple hit, the character flies off into a knock back animation. If no animation is set it uses the default Get Hit Air.

Code access:

UFE.config.knockDownOptions.air

UFE.config.knockDownOptions.high

UFE.config.knockDownOptions.highLow

UFE.config.knockDownOptions.sweep

UFE.config.knockDownOptions.crumple

Code example:

void OnRoundBegins(int round){
	if (round == 3) UFE.config.knockDownOptions.sweep.knockedOutHitBoxes = true;
}

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global/knockdown.txt · Last modified: 2016/01/14 23:20 by Mistermind