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global:knockdown [2013/12/10 02:02]
Mistermind
global:knockdown [2016/01/14 23:20]
Mistermind [Knock Down Options]
Line 1: Line 1:
 ====== Knock Down Options ====== ====== Knock Down Options ======
-Set how your game behave when a character is knock-down+Set how your game behave when a character is in knockdown. Each option represents a different knockdown type.
  
-{{ :global:global_knockdown.jpg?nolink |}}+{{ :global:global_knockdown.png?nolink |}}
  
-**Knock Out Time:** How long does the character stays on the ground after being knocked out.+**Default Knockdown:** When a character gets hit of the air, once they hit the ground, these options are applied.
  
-**Get Up Time:** How long will the "get up" animation plays for.+**High Knockdown:** When a character gets hit with a ''High Knockdown'' hit type, these options are applied.
  
-**Knocked Out Hit Boxes:** Should the character have hitboxes or be invincible while out?+**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:  Code access: 
  
-''UFE.config.knockDownOptions''+''UFE.config.knockDownOptions.air'' 
 + 
 +''UFE.config.knockDownOptions.high'' 
 + 
 +''UFE.config.knockDownOptions.highLow'' 
 + 
 +''UFE.config.knockDownOptions.sweep'' 
 + 
 +''UFE.config.knockDownOptions.crumple'' 
  
 Code example: Code example:
 <code c#> <code c#>
 void OnRoundBegins(int round){ void OnRoundBegins(int round){
- if (round == 3) UFE.config.knockDownOptions.knockedOutHitBoxes = true;+ if (round == 3) UFE.config.knockDownOptions.sweep.knockedOutHitBoxes = true;
 } }
 </code> </code>
 ---- ----
 +
 +[[global:start|< Back to Global Editor]]
global/knockdown.txt · Last modified: 2016/01/14 23:20 by Mistermind