This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
global:knockdown [2014/01/09 01:16] Mistermind |
global:knockdown [2024/12/03 02:34] (current) Mistermind [Options] |
||
---|---|---|---|
Line 1: | Line 1: | ||
====== Knock Down Options ====== | ====== Knock Down Options ====== | ||
- | Set how your game behave when a character | + | Set how your game behave when a character |
- | {{ : | + | {{ : |
**Default Knockdown: | **Default Knockdown: | ||
Line 8: | Line 8: | ||
**High Knockdown: | **High Knockdown: | ||
- | **High-Low | + | **Mid Knockdown: |
**Sweep Knockdown: | **Sweep Knockdown: | ||
- | |||
**Crumple Knockdown: | **Crumple Knockdown: | ||
- | ===== Options ===== | + | **Wall Bounce Knockdown: |
- | **Knock Out Time:** How long does the character stays on the ground after being knocked out. | ||
- | **Stand Up Time:** How long will the related "stand up" animation plays for. | + | ---- |
+ | ==== Options ==== | ||
- | **Stand Up Hit Boxes:** Should the character have hitboxes or be invincible while out? | ||
- | **Allow Quick Stand:** If toggled on, when the selected buttons are pressed | + | **Knock Out Time:** How long the character |
- | **Allow Delayed | + | **Stand |
- | **Predefined Push Force:** Some knockdown options must have a predefined push force applied so you can make it look right when these physics are applied into the game. | + | **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. | ||
+ | |||
+ | **Allow Delayed Stand:** If toggled on, when the selected buttons are held down the character will stay out a little longer. | ||
+ | |||
+ | **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:** | **Notes:** | ||
* Crumple Knockdown time is defined by the hit stun applied during the hit. | * Crumple Knockdown time is defined by the hit stun applied during the hit. | ||
- | * If any vertical forces are applied during a crumple hit, the character flies off into a '' | + | |
+ | | ||
---- | ---- | ||
Code access: | Code access: | ||
- | '' | + | '' |
+ | |||
+ | '' | ||
+ | |||
+ | '' | ||
+ | |||
+ | '' | ||
+ | |||
+ | '' | ||
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; |
} | } | ||
</ | </ |